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1. Waterside Hostel of Nulb

A Den of Thieves and Travelers

The Waterside Hostel is positioned prominently along the murky banks of Imeryd's Run, serving as a critical but dubious haven in the village of Nulb. It caters to a mix of travelers, often drawing those who favor shadow over light due to its notorious reputation.

  • Key Location: Central hub for travelers and local miscreants alike.
  • Reputation: Known for shady dealings and occasional disappearances of the unwary or wealthy.
Dick Rentsch sizes up the adventurers as they step into the dimly lit tavern room of the Waterside Hostel, his eyes narrowing slightly as he leans back against the worn bar. The clink of mugs and low murmurs fill the background, but Dick's voice cuts through, gruff and unwelcoming. "Ah, fresh faces in Nulb," he begins, his tone dripping with a mix of curiosity and suspicion. "Don't see many new folks 'round these parts without a reason. So, what brings you to our little slice of paradise, eh? Don't suppose you're here for the scenic views." He chuckles darkly, a sound that doesn't quite reach his eyes. Dick straightens up, crossing his arms over his broad chest, his gaze still fixed sharply on the adventurers. "Listen, I run a tight ship here, and while you're welcome to fill your bellies and wet your whistles, understand this—" his voice drops, a stern edge creeping in, "I don't tolerate trouble. You start any, and you'll find yourselves out on your arses quicker than you can draw a blade. Got it?" He pauses, letting his warning sink in, then continues with a slightly lighter tone, though the undercurrent of threat remains. "Now, tell me, what's your business in Nulb? Looking for work, trouble, or something else? Be straight with me—it'll save us all some time."

Physical Description

The hostel is a sturdily built structure, showcasing a blend of field stone and sawn timber, making it one of the more substantial buildings in Nulb despite its disreputable aura.

  • Construction Materials: Field stone foundation with timber walls.
  • Architectural Style: Rustic with practical design to withstand local swamp conditions.

Background

Originally established as a simple inn, the Waterside Hostel has evolved into a notorious locale, infamous for its clientele and the mysteries that envelop its history.

  • Establishment: Has become a staple in Nulb over the years.
  • Notoriety: Rich guests often disappear, suggesting a dangerous undertone to its hospitality.

Motivation and Operations

The hostel operates primarily to maximize profit from its tavern and rooms, often by overlooking the less savory actions of its patrons.

  • Primary Revenue: Tavern sales and accommodation fees.
  • Operational Strategy: Maintains a flexible moral code to survive in Nulb's harsh environment.

Accommodations

Despite its basic and sometimes uncomfortable accommodations, the hostel provides various sleeping arrangements, accommodating a range of travelers.

  • Room Specifications: Offers both communal and semi-private rooms.
  • Security Concerns: Lack of locks and security measures, not safe for valuables.

Political and Social Relationships

The hostel’s survival and operations are deeply influenced by the political landscape of Nulb and its relationship with local power figures like Lady Nysera Krivaltis.

  • Local Integration: An integral part of Nulb’s socio-economic fabric.
  • Navigating Power Dynamics: Operates under a complex relationship with local authorities and Lady Nysera.
Bandit and Pirate Relations

The hostel is a known haven for bandits and pirates, providing a neutral ground where various nefarious activities can be planned and executed.

  • Harboring Criminals: Frequently accommodates individuals with questionable motives.
  • Neutral Territory: Acts as a meeting ground for various criminal elements.
Challenges and Notoriety

The hostel faces various challenges, from maintaining its operation amidst the chaos of Nulb to dealing with infestations that affect its guests.

  • Pest Problems: Flea and bedbug infestations are common, affecting guest comfort.
  • Reputation for Danger: Known for theft and the occasional disappearance of guests, contributing to a thrilling but risky reputation.

Conclusion

The Waterside Hostel remains a crucial but notorious part of Nulb, offering both sanctuary and peril to those who dare to lodge within its walls. Its continued operation reflects the adaptability and cunning required to thrive in such a tumultuous environment.

  • Cultural Staple: A reflection of Nulb's darker side.
  • Survival Tactics: Continues to thrive through a combination of resilience and strategic ambiguity in its operations.

The Waterside Hostel Tavern

Daytime Atmosphere in the Tavern Room

The Waterside Hostel's tavern serves as a quiet daytime retreat for a close-knit group of regulars who enjoy their drinks in a calm, conversational setting. Activity is typically low, with a relaxed pace that picks up slightly in the late afternoon.

  • Patron Composition: Consists mostly of local regulars who visit daily.
  • Key Figure: Kitty Girl, the bartender, manages the day-to-day operations, providing drinks and company.
  • Environment: The atmosphere is laid-back, with patrons engaging in casual conversation and light-hearted banter.
Nighttime Transformation of the Tavern Room

At night, the tavern becomes a bustling hub of activity, attracting a more diverse and often dangerous crowd. The change in clientele brings a palpable tension to the atmosphere, making evenings both lively and potentially hazardous.

  • Staff Changeover: Wat takes over from Kitty Girl, with added support from Dala, Pearl, and two manservants who act as bouncers.
  • Clientele Shift: The crowd is larger and more varied, including a mix of locals and newcomers, some of whom may have questionable intentions.
  • Safety Concerns: The risk of violence escalates at night, with conflicts more likely and more severe.

Five Types of Nighttime Patrons

Villagers

Local residents make up a significant portion of the nighttime crowd, seeking leisure and social interaction in the relative safety of the tavern.

  • Demographics: Mostly comprised of farmers and fishermen from Nulb.
  • Behavior Patterns: Generally peaceful, though they can be drawn into disputes or altercations with more volatile patrons.
  • Community Role: Serve as a bridge between the daytime regulars and the more transient nighttime crowd.
Rhennee Bargefolk

The Rhennee Rhenn-folk, known for their secretive and nomadic lifestyle, frequent the tavern, often surrounded by an aura of mystery and suspicion due to their reputed involvement in smuggling and thievery. Any given night can see 1d6+2 of the below in the tavern. These bargefolk are outsiders and will not get along with PCs easily. However, if some manner of friendship can be formed, the NPCs will potentially prove to be valuable allies.

  • Cultural Identity: Marked by their distinctive customs and often subject to local superstitions and rumors.
  • Admittance: Dick will only let them come in if they can show that they have coins first. Most of the Rhennee who frequent the tavern are 0 to 3rd level with some being as high as 5th.
  • Potential for Interaction: While wary of outsiders, building trust with the Rhennee could open up unique trading opportunities and insights into river travel.
  • Risk and Reward: Engaging with the Rhennee may lead to access to rare items or valuable information but also brings a risk of entanglement in their less savory activities.
Bandits & Mercenaries

This group includes individuals and small bands drawn to Nulb by the promise of employment and profit, often associated with the recent activities surrounding the Temple. As such, there is no shortage of folk willing to take advantage of the potential profit to be made. Also, with the presence of the bandits and the pirates, there are often excellent opportunities for merchants of questionable demeanor to pick up illicit goods at cut-rate prices.

  • Composition: Diverse, with individuals ranging from opportunistic criminals to organized mercenary groups.
  • Motivations: Primarily financial, seeking employment in security, enforcement, or less legitimate enterprises.
  • Impact on Nulb: Their presence contributes to the unstable and sometimes lawless environment of the tavern and town.
  • Merchant Caravans: Every month (excepting the winter months), at least one new land caravan will enter the village. The current land merchants, Borter and Doe, are already detailed above as they are staying at the Hostel.
River Pirates & Merchants

Navigating the dangerous waters of Imeryds Run, these hardy souls use the tavern as a place to conduct business, gather information, and unwind.

  • Trading Activities: They play a crucial role in the local economy, bringing goods into Nulb that are otherwise hard to obtain.
  • Interactions: Often involved in the exchange of both legal and illicit goods, providing opportunities and risks for those willing to engage with them.
  • Defining Characteristics: Known for their resilience and adaptability, capable of navigating both the physical and metaphorical turbulent waters of their trade.
Temple Agents
Show Spoiler
Covert representatives of the Temple, these patrons use the tavern as a ground for discreet observation and recruitment, blending in with the crowd while pursuing their agendas. Temple troops will often come into Nulb when they have leave time and spend the night drinking at the tavern. This is an excellent opportunity for some of the player characters to get to know some of the Temple personnel, although it’s worth noting that the Temple folk don’t wear signs advertising their loyalties. Still, it’s possible through careful play and conversation (over an extended period of perhaps weeks) to get a basic understanding of who’s who. The PCs are unlikely to discover the true extent of power inside the Temple, but they may certainly discover that “brigands” are holed up there, and they may even discover that these brigands are in the employ of priests.

  • Subtle Surveillance: They keep a low profile, gathering intelligence and recruiting allies or agents for the Temple's causes.
  • Engagement Strategy: Extended interaction may reveal their affiliations and objectives, but such discoveries require careful and patient observation.
  • Undercover Operations: Their presence is a testament to the deep political and religious intrigues playing out in Nulb, hinting at larger, more dangerous games at play.

Guests at the Waterside Hostel

Room A known as the Large Common Room. 

This is the common room for all travelers looking for a cheap cot to sleep for the night.

The Pack in the Common Room

The common room of the Waterside Inn is a squalid, overcrowded pit where the dregs of Nulb bed down for the night, but six of the twenty bunks belong to the Crimson Reavers, and they make damn sure everyone knows it. This is no rowdy, drunken gang—this is a pack of wolves, dirty, dangerous, and spoiling for a fight.

The Reavers’ Domain

The middle of the common room belongs to the Crimson Reavers, and no one dares encroach on their space. Their bunks are pushed together, forming a barricaded section, and their gear is strewn about as if they own the place. Anyone foolish enough to move too close is met with hard stares, sneers, or the cold steel of a dagger held just loosely enough to be a threat.

  • Dirty, greasy, and unwashed, they smell of sweat, leather, and stale ale, carrying the stink of blood and campfire smoke on their clothes.
  • Weapons never leave their side—daggers tucked into belts, crossbows propped against bunks, and hatchets kept within easy reach.
  • Conversations are hushed and filled with gallows humor, private jokes about past killings and “accidents” on the road.
  • They eat like starved dogs, tearing into their food with bare hands and drinking heavily, but never too much—these men never let their guard down.
  • They dare others to challenge them, playing cruel games where outsiders are “tested” with intimidation, threats, and sudden outbursts of violence.

Top Dogs in the Kennel

The rest of the common room’s occupants know their place—outsiders hug the walls, avoiding eye contact. The serving girl doesn’t look them in the eyes, and even the more seasoned travelers in Nulb know better than to start trouble. The only ones who might dare stand up to them are fools, drunkards, or adventurers too green to know better.

  • They claim the best food first, leaving scraps for the rest.
  • They call for drinks without paying immediately, knowing no one will argue.
  • They mock travelers openly, goading them into fights just for fun.
  • Any sign of defiance is met with swift retribution—a knife to the table, a kick to the ribs, or worse.

A Powder Keg Waiting to Blow

If the Crimson Reavers are left unchecked, the common room is a ticking time bomb of violence. They size up adventurers as potential threats, watching how they carry themselves. If a party shows strength but doesn’t provoke, the Reavers might let them be—for now. If a party displays weakness, hesitates, or tries to avoid conflict, the Reavers will press, push, and prod until something snaps.

For those seeking a fight, this is as dangerous as it gets—a battle in the common room of the Waterside Inn could quickly turn into a bloody free-for-all, with the bandits, tavern patrons, and even the innkeeper’s thugs getting involved.

Room B - Mercenaries
Show Spoiler
Room B of the Waterside Hostel, also known as the Large Common Room. The Broken Blades are a rough and opportunistic band of mercenaries who have recently arrived in Nulb, seeking fortune in a lawless land. Once soldiers fighting for various lords and causes, they are now a band of deserters and war-weary fighters carrying the scars of past conflicts. Their loyalty is fleeting, guided solely by the highest bidder. While not officially affiliated with any major faction, their skills in combat make them valuable assets for anyone willing to pay.

Group Composition

This ragtag group consists of hardened warriors, all seasoned in battles across the Wild Coast, Dyvers, and the Viscounty of Verbobonc. Led by the brutal yet charismatic Kepala, the group operates with a loose hierarchy, though internal strife is common due to their volatile personalities.

Mercenary Details
  • Kepala: Known for her imposing presence and straightforward approach.
  • Lane: Popular yet problematic, his leadership is marred by his drinking and temperament.
  • Additional Members: Includes crossbowmen and spearmen, all seasoned fighters prepared for various types of engagements.
  • Motivations: Primarily driven by financial gain, with a readiness to align with any party that offers the right price.
The Broken Blades stats

Captain Kepala Lane

  • AC 3 (chain, shield Level 1 Fighter)
  • HP 7; #AT (+1) 3/2; D 1d8 + 2 Longsword. AL CN
  • S15 I9 W8 D15 Co13 Ch14 Com 14

Crossbowmen x2

  • Bosch 4 leather crossbow, dagger
  • Meer 6 leather crossbow, dagger

Spearmen x4

  • Haarsman 7 ring, shield spear, hand axe, dagger(2)
  • Tink 6 ring, shield spear, hand axe, dagger(2)
  • Kota 6 ring, shield spear, hand axe, dagger(2)
  • Boothe 4 ring, shield spear, hand axe, dagger(2)
Room C - Borter & Doe Trading Merchants and Barbarians
Show Spoiler
Room C houses two merchants, Borter and Doe, of the Borter & Doe Trading company who travel with three barbarian brothers hired for protection. These merchants deal in various goods and possibly illicit items, using the brawn of their barbarian guards to ensure safe passage and transactions.
Merchant Activities
  • Borter and Doe: Engaged in trade across the region, their business often skirts the edges of legality.
  • Barbarian Details: Under the influence of a magical ring, these brothers provide formidable protection but pose a latent threat if they ever break free from control.
  • Group Dynamics: The barbarians' loyalty is magically enforced, creating a precarious balance of power within the group.

Barbarians

Pahawn

  • AC 3 (Scale Level 6 Barbarian)
  • HP 72; #AT (+3 or +2) 3/2 or 2
  • D 2d4 + 5 or 1d6/1d6 broadsword +1 or shortbow; AL CN
  • S 18/78 I 8 W 8 D 17 Co 16 Ch 9 Com 1

Granyoo

  • AC 5 (Scale Level 4 Barbarian)
  • HP 38; #AT (+2 or +0) 1 or 2
  • D 2d4 + 3 or 1d6/1d6 broadsword/short bow; AL CN
  • S 18/57 I 7 W 7 D 15 Co 16 Ch 10 Com 9

Harskin:

  • AC 3 (Scale Level 3 Barbarian)
  • HP 57; #AT (+2/+0) 1 and 1
  • D 2d4 + 5 and 1d6 + 5 broadsword and hand axe; AL CN
  • S 18/92 I 7 W 8 D 17 Co 18 Ch 8 Com 8
Room D - The Bandits
Show Spoiler
The Crimson Reapers

Room D is occupied by The Crimson Reapers Headquarters

Hidden away on the second floor of the Waterside Hostel, a single, reinforced room has been permanently reserved for Captain Zelt the Bat and his men, the Crimson Reapers, a feared bandit gang from Dyvers. The room, granted by Dick Rentsch, the hostel's cunning owner, serves as their base of operations. Thick, heavy wooden planks fortify the door, secured with multiple locks to ensure privacy. Inside, the dimly lit chamber is adorned with mismatched furniture, stolen tapestries, and a large, rough-hewn table marked with maps of the Gnarley Forest, Viscounty of Verbobonc, and the surrounding rivers. The air is thick with the scent of damp wood, pipe smoke, and the lingering aroma of spilled ale.

A sturdy weapons rack lines one wall, holding an array of short swords, crossbows, and daggers, while a locked chest—marked with the sigil of Dyvers—sits beneath the table, containing gold, forged papers, and coded messages detailing smuggling routes and upcoming raids. A single window, small and narrow, offers a limited view of the bridge and the Imerdy's Run below, allowing the Reapers to keep an eye on the river traffic and any suspicious newcomers.

Role & Function

The Crimson Reapers utilize this room as their nerve center in Nulb. Here, Captain Zelt and his trusted second-in-command Zak the Bloodied, an Orcus-worshipping priest, coordinate their banditry, smuggling, and extortion efforts. The room serves multiple purposes:

  • Planning Operations: Mapping out ambush sites in the Gnarley Forest and scheduling raiding parties along trade routes.
  • Interrogations & Recruitment: The Reapers drag in captives, questioning them for information before deciding whether to execute, ransom, or recruit them.
  • Information Hub: They use the Waterside’s tavern below to gather rumors, listening to drunk mercenaries and traders to determine their next target.
  • Safe Storage: The locked chest and hidden compartments conceal black-market goods, stolen artifacts, and messages from Dyvers contacts.

DM-Only Section: Secret Agendas and Relationships
Bandit and Pirate Relations

Dick's covert relationships with bandit and pirate groups are a cornerstone of his strategy to control local dynamics and ensure the hostel's prosperity.

  • Secret Alliances: Provides safe haven and information in exchange for a share of loot or protection.
  • Balancing Power: Keeps various groups in check to prevent any single faction from dominating Nulb.
Connection with the Temple of Elemental Evil

Dick's secret life as a spy for the Temple of Elemental Evil's Earth faction places him in a precarious position, balancing his public persona with covert activities.

  • Dual Role: Publicly, a hostel owner; secretly, a gatherer of information and recruiter for the Temple.
  • Recruitment Activities: Subtly evaluates and recruits capable individuals under the guise of hiring for hostel work or local contracts.
  • Temple Communications: Regularly reports back to Earth Prophet Romag, maintaining a flow of information and receiving directives.
Hidden Treasures and Plans

Dick's ambitions extend beyond mere survival, harboring plans that involve significant financial and political gains.

  • Secret Treasure: Holds a key to a hidden chest with valuable contents, which skilled thieves may target.
  • Strategic Objectives: Aims to leverage his position and Temple connections to eventually seize greater power within or beyond Nulb.
Show Spoiler
Dick Rentsch is a multifaceted character whose actions and decisions have ripple effects throughout Nulb. Understanding his motives and maneuvers is crucial for navigating the complex socio-political landscape of the village.
Quest Title: Triple Cross at Waterside Inn
Show Spoiler
In the murky depths of Nulb's Waterside Inn, a web of deceit and double-dealings is woven between Dick Rentsch and Wat, both of whom are secretly recruiting for rival factions of the Cult of the Elder Elemental God within the Temple of Elemental Evil. Unbeknownst to each other, their clandestine activities are about to collide, thanks to the manipulative prowess of a group of cunning adventurers.
Objectives
  • Discover the Double Agents: Learn about Wat's and Rentsch's secret affiliations through careful observation and eavesdropping in the tavern.
  • Stir Confusion: Use roleplaying skills to sow distrust between Wat and Rentsch by misinforming them about each other's true allegiances.
  • Watch the Fallout: Observe the consequences of your actions as mistrust leads to a confrontation between Wat and Rentsch.
  • Resolve the Conflict: Decide whether to intervene in their conflict, choose a side, or let them take each other out, affecting the power dynamics within the Temple.
Key Steps
  • Gather Information: Spend time in the Waterside Inn, interacting with staff and patrons to pick up on subtle cues and gather intel on Wat and Rentsch.
  • Initiate Misdirection: Approach Wat discreetly, suggesting that Rentsch has been leaking information to the council in Hommlet. Use your roleplaying skills and CHA to convince him.
  • Deepen the Deception: Confront Rentsch with a fabricated story about Wat being an agent of Furyondy, watching his reaction and further stirring the pot.
  • Seal the Deal: Return to Wat, implying that Rentsch is onto him, escalating Wat's paranoia and prompting him to take drastic action.
  • Observe the Outcome: Watch as Wat and Rentsch's actions lead to a potentially violent fallout, influencing future quests and alignments with the Temple.
Rewards
  • Experience Points: Based on successful.
  • Loot: Potential access to secret stashes or items owned by Wat and Rentsch, depending on how the quest resolves.
  • Alignment Shifts: Depending on actions and choices, alignment shifts towards good or evil.
  • Reputation: Changes in reputation within Nulb, affecting interactions with other NPCs and future quests.
DM Tips
  • Roleplaying Wat and Rentsch: Emphasize their paranoia and ambition, making their reactions to the adventurers' manipulations plausible.
  • Player Choices: Allow players multiple approaches to resolve the conflict, including siding with one, both, or neither of the agents.
  • Consequences: Highlight the broader implications of this quest on the power dynamics within the Temple of Elemental Evil.
Quest Title: Rentsch Makes an Offer
Show Spoiler
In the dimly lit backrooms of the Waterside Inn, Dick Rentsch, a known agent of the Earth Temple, presents a dangerous yet lucrative opportunity to the adventurers. If the party can prove their mettle by ambushing a pack of gnolls allied with the Fire Temple, they may earn a place within the ranks of the Earth Temple's forces.
Objectives
  • Accept Rentsch's Offer: Engage with Dick Rentsch to hear out his proposal.
  • Plan the Ambush: Strategically plan and execute an ambush on a gnoll pack en route to the Fire Temple.
  • Meet with Romag: Survive the encounter and meet High Priest Romag, the high priest of the Earth Temple, to demonstrate their capabilities and loyalty.
  • Gain Entry into the Temple: Use the successful ambush as leverage to secure guided access into the Temple of Elemental Evil, potentially infiltrating the Earth Temple.
Key Steps
  • Initial Meeting: Approach Dick Rentsch at the Waterside Inn, who, sensing potential in the party, offers them a task on behalf of Romag.
  • Prepare for the Ambush: Gather intelligence on the gnoll pack's route and plan an effective ambush strategy. Equip and position the party to maximize their tactical advantage.
  • Execute the Ambush: Confront the gnoll pack, utilizing the element of surprise and the party's strategic preparations to overcome the gnolls.
  • Meet Romag: After the ambush, meet with Romag and his bugbear bodyguards in the cellar of the Waterside Hotel. Impress him with the party's combat prowess and strategic thinking.
  • Secure Temple Access: Follow Romag as he leads the party through a side entrance of the Temple ruins, introducing them to the inner workings of the Earth Temple.
Rewards
  • Experience Points: Awarded for defeating the gnoll pack and successfully negotiating with Romag.
  • Potential Allies: Gaining favor with the Earth Temple could open up new resources and support.
  • Special Items: Romag may reward the party with items useful for their ongoing adventures.
  • Strategic Advantage: Gaining inside knowledge and access to the Temple of Elemental Evil can provide a strategic advantage in future encounters.
DM Tips
  • Characterization of Romag: Portray Romag as a calculating and somewhat paranoid leader, skeptical of newcomers but willing to utilize capable adventurers.
  • Ambush Dynamics: Ensure the ambush on the gnolls requires careful planning and execution, testing the party's combat and strategic skills.
  • Potential Double-Cross: Consider adding layers to the quest, such as potential betrayal by Rentsch or an ulterior motive from Romag, to add complexity to the narrative.
  • Integration with Larger Campaign: Ensure this quest ties into the larger campaign themes, particularly regarding the ongoing conflict between the Temple's various factions.
Quest Title: Dick Pays the Price
Show Spoiler
In the shadowy corners of the Waterside Hostel, a scene of treachery unfolds that could alter the balance of power within the remnants of the Temple of Elemental Evil. Dick Rentsch, overconfident from his recent successes, finds himself the target of an assassination attempt by his own bartender, Wat. The adventurers, present at the tavern, face a critical decision that could either save a life or witness a chilling betrayal.
Objectives
  • Witness the Plot Unfold: Observe the interaction between Dick Rentsch and Wat, sensing the impending danger.
  • Identify the Poison: Recognize the poison's effects in time to intervene before Rentsch succumbs.
  • Make a Choice: Decide whether to save Rentsch or let the assassination proceed, influencing future alignments and relationships in Nulb.
  • Confront Wat: Depending on their choice, confront Wat and deal with the repercussions of their action or inaction.
Key Steps
  • Arrival at the Waterside Hostel: Enter the tavern to find Dick Rentsch celebrating with Dala, unaware of the danger he is in.
  • Observation: Notice Wat's suspicious behavior as he prepares a drink for Rentsch.
  • Quick Decision: Quickly decide how to react once Rentsch starts showing symptoms of poisoning.
  • Action/Inaction: Choose to intervene and save Rentsch, or do nothing and watch the situation unfold.
  • Confrontation: Depending on the earlier choice, confront Wat for his actions or deal with a hostile tavern environment post-assassination.
Rewards
  • Experience Points: Gain experience for making critical decisions and possibly for a confrontation with Wat.
  • Moral Consequences: Your actions will affect your standing with the factions within Nulb and the remnants of the Temple.
  • Potential Ally or Enemy: Saving Rentsch could make him a valuable ally or indebted supporter; letting him die could lead to unforeseen consequences with other Temple factions.
DM Tips
  • Emphasize Atmosphere: Highlight the tense atmosphere in the tavern to build suspense before the assassination attempt.
  • Character Dynamics: Flesh out the relationship dynamics between Rentsch, Wat, and Dala to add depth to the encounter.
  • Poison Mechanics: Clearly describe the poison's effects and the stakes of failing to act in time, adding urgency to the adventurers' decision.
  • Role of Wat: Develop Wat's motivations for the assassination, possibly linking it to deeper plots within the Temple or personal revenge.

Random Encounter Table: Waterside Hostel (Nighttime)

Roll 1d100 or choose by plot. Use 1d4+1 rolls per night to determine how lively the tavern is.

Roll %EncounterDescription
01–06Wat (Night Barkeep)Stoic and sharp-eyed, Wat manages the floor with quiet menace. He’s a Fire Temple spy. Always here.
07–10 Dala & Pearl (Servers) + 2 BouncersKeep the ale flowing and enforce quiet threats. Loyal to Dick Rentsch.
11–13Dick RentschThe owner watches silently from a corner booth, listening for signs of Temple loyalty or betrayal.
14–17Kitty Girl (Day Barkeep)If she’s off shift, she’ll sit with pirates or flirt for intel. Might slip a warning if she likes the PCs.
18–22The Broken Blades (1d4)Grizzled mercs with bad tempers and worse debts. Drunken, armed, and often itching for a fight.
23–26Rhennee Riverfolk (1d3)Boisterous and suspicious, wary of pirates and cultists. Possibly Orsik, Eryk, or Talla Velkori.
27–30Crimson Reaper Scouts (1d2)On covert assignment, monitoring newcomers or arranging black-market contacts.
31–34Temple Cult Agents (1d2)Off-duty cultists or informants—suspicious, paranoid, and watching for heretics.
35–36Lucius the CourierDrunk and bitter, nursing ale and whispering coded messages to handlers.
37–38Velwyn “Blackfish” TarvesWater Temple smuggler—keeps to himself but listens to everything. River Hut (8)
39–40Harl & Toris Eelcutter (Male Twins)Drinking, arguing, and gambling. Their brawls are infamous. May be recruiting.
41–42Borric “Eel-Blood” HarvaneMuttering about drowned gods and lost treasures. Carries a bloodied fishing knife. River Hut (8)
43–44Pekar, Roobal, or Lipgums (1d2)Old fishermen, from the Fishermen Shack (10) talking Temple gossip and pirate rumors. Rough but harmless.
45–46Sir Dog & BrightguardEccentric “noble” and his loyal bruiser from the Fishermen Shack (10). Telling bad stories. Occasionally flash coin.
47–48Lorveth “The Broker” ThraskAlways guarded, here for secretive meetings in the booth by the stairs. The Iron Lash (23)
49–50Iron Talons (2d2)Patrolling for Lady Nysera. Might question PCs or shake down drunk patrons.
51–52Yatic’s Acolytes (1d2)Eyes black with ink, whispering heresies over pale ale. Watchful of outsiders. Church of the Elder Eye (48)
53–54Captain Kepala of the Broken Blades with Lane, Bosch & Meer, Haarsman, Tink, Kota & Boothe (1d3)Seated alone or with mercs, looking for work—or excuses to make someone disappear.
55–56Constable Malvaar (alone)Drinking quietly, watching everyone. May ask indirect questions. Nulb Constable (47)
57–58Grud Squinteye (with 1d2 Pirates)Tolub’s brutal first mate, drinking and watching. Starts fights if stared at too long.
59–60Jorvas EelcutterWatching deals unfold, quiet but dangerous. May offer side jobs.
61–62Orsik Velkori (Rhenn)Brooding and alert. Looking for allies to help recover Serena.
63–64Talla Velkori (Rhenn)Wary, assessing the room. Will trade for safe passage or information.
65–66Eryk Velkori (Rhenn)Drinking hard. Desperate. May approach the party for help with Serena.
67–69River Pirate Drifters (1d3)Not tied to a captain—may be smugglers, slavers, or worse. Looking for a crew or a fight.
70–71Water Cultist Drifters (1d2)Preaching about “the awakening flood” and seeking converts. Violent if mocked.
72–73Darneth Korrun (wanted ranger)Mutters strange tales and warnings. His words sound mad… or prophetic. Trapper's Cottage (56)
74-75Durnic Fenn, StablemasterDour and quiet. Nursing ale, muttering about his daughter’s safety. Durnic’s Stablehouse (46)
76-77Hrothgar the PotterOpium haze, talking to himself or yelling at shadows. May spark a scene. Potter's Cottage (35)
78-79Dain Blackthread the TailorKeeps to a corner. Polite but distant. Watches for old enemies. Tailor & Netter (37)
80-81Missionaries of St. Cuthbert (1d4) & Men-at-Arms (1d4)Honest but suspicious of tavern patrons. May start theological debate. Two-Story Cottage (18)
82-83Master Aldren Valegrave with 1d2 guardsHere on secret business. May meet with pirates or Smigmal’s scouts. Valegrave Manor (26)
84-86Traveling Merchants (1d2) with 1d4 guardsSeeking information, rumors, or safe passage along the High road. Will hire adventurers.
87-88Smigmal Redhand’s Bandits (2–3)In Nulb recruiting or meeting contacts. Always armed. Avoid suspicious stares.
89-90Beyard Edrek, The CarpenterHere for a drink to get the edge off. Carpenter’s Shop (11)
91-92Durnic Fenn, The Reluctant StablemasterHere for a drink. Once a free-roaming caravan driver, Durnic found himself trapped in Nulb after a bad deal with the wrong people. Durnic’s Stablehouse (46)
93-94Harlow Greaves The Fisherman with a Dark PastHere for a drink. Once a pirate in the River Scourge, Harlow Greaves abandoned the life of a smuggler and murderer after betraying his crew. Harlow’s Cottage (54)
95–98DM's ChoiceIntroduce a new agent, enemy, or rival: Romag, Belsornig, or a disguised Temple priest.
99–100Special Encounter: Plot HookChoose a powerful event: cult meeting in the back room, secret smuggling deal, Serena being moved through the tavern, etc. Spark intrigue or action.

Tavern Environment Recap:
  • Daytime: Managed by Kitty Girl with a casual, subdued crowd.
  • Nighttime: Run by Wat, backed by Dala, Pearl, and two bouncers. The vibe becomes tense, thick with veiled threats and illegal dealings.

Inn Staff and Personalities

The hostel is managed by a diverse staff, each bringing their own unique skills and secrets to the operation, often geared towards personal gain.
  • Dick Rentsch: Owner and operator, maintains order with a firm hand.
  • Wat: Barkeeper and his paramour, Pearl, adept in the subtle art of thievery.
  • Dala and Pearl: Serving wenches with a penchant for pilfering from patrons.
  • Manservants: Ensure security and order within the hostel premises.
Serving Wenches
Dala serving wench by 3orcs
Dala, a cutpurse (Level 3 Thief)
  • AC 6 (no armor hp 15; XP 95
  • S 11 111 W 10 D 18 Co 15 Ch 13
Carried: dagger (concealed), 1-4 pieces of cheap jewelry (total value 2-12 gp).
"A sharp tongue is as useful as a sharp blade."
Pearl, serving wench by 3orcs
Pearl, a cutpurse (Level 3 Thief)
  • AC 8 (no armor hp 13; XP 89
  • S13 114 W9 D16 Co 12 Ch 11
Carried: dagger (concealed), 1-4 pieces of cheap jewelry (total value 2-12 gp).
Note: She occasionally picks pockets, but usually limits such work to inebriated victims. Pearl is Wat's paramour.
Manservants (2)
Both veterans (Level 2 Fighters)
  • hp 15; 13; XP 42; 41
  • leather armor (will change if time permits)
  • dagger (openly worn ability scores average
  • each has a purse with 2-12 sp and 2-8 gp.
These men sleep in the loft, where each has stored a suit of chain mail, a shield, a light crossbow with 30 bolts in a case, and a longsword. The manservants are guards, always alert and ready for a brawl or nefarious duties. They work exclusively for the hostler.

Room Pricing

Large Common Room (Room A)
Contains twelve bunk beds.
  • Cost per Night: 5 silver pieces per cot.
  • Smaller Rooms (Room B, C, and D): Each room contains six bunk beds.
  • Cost per Night: 7 silver pieces per bunk. These rooms offer slightly more privacy and thus command a higher rate.
  • Entire Room Rental:
  • Room B, C, or D: 30 silver pieces per night if a group wishes to rent an entire smaller room privately.

Stable Services

Basic Stable Boarding
  • Cost per Night: 3 silver pieces per horse. This includes a spot in the stable and basic feed.
Premium Stable Boarding
  • Cost per Night: 1 gold piece per horse. This premium service includes a secured, individual stall, superior feed, grooming, and a stable boy to look after the horse’s needs.

Additional Services

Feed and Grooming
  • Additional Cost: 5 silver pieces for extra grooming and premium feed.
Personal Storage
  • Locker Rental: 2 silver pieces per day for a secure locker to store personal items safely.
Poor Meals   Temple of Elemental Agents visiting Nulb
Type
Inn
Parent Location
Five types of folks who frequent the tavern at night
  1. Villagers
  2. Rhennee Bargefolk
  3. Bandits & Mercenaries
  4. River Pirates & Merchants
  5. Temple Agents
Accommodations at Waterside Hostel
The Waterside Hostel offers various sleeping arrangements that cater primarily to those who value cost over comfort. The hostel's upper floor is divided into several rooms, each designed to maximize space and occupancy.
  • Room A - Large Common Room: This room contains twelve bunk beds arranged against two walls, offering a total of 24 sleeping spots. It's the primary choice for larger groups or individuals looking for the cheapest option.
  • Rooms B, C, and D - Smaller Rooms: Each of these rooms contains six bunk beds, accommodating up to 12 individuals. These rooms offer slightly more privacy but still lack basic security features such as locks on the doors.
  • Security and Safety: With no locks on the doors and a known issue with theft, guests are advised to keep their valuables close at all times. The hostel does not assume responsibility for lost or stolen items.
  • Pest Issue: An ongoing problem with fleas and bedbugs is a significant irritant; guests often wake up with red welts and must take measures to avoid carrying fleas away with them.
  • Cost: Staying at the Waterside Hostel is economically viable, with rates at half of those charged at the more reputable Inn of the Welcome Wench in Hommlet.
Hostel’s Tavern Room Dynamics
The tavern room of the Waterside Hostel serves as the social heart of the establishment, with its atmosphere varying significantly from day to night.
Daytime Atmosphere
  • Sparse Attendance: Activity in the tavern during the day is minimal, with a few locals starting to gather in the late afternoon.
  • Kitty Girl: The daytime bartender, known as Kitty Girl, is a familiar face to regulars. She's known for her conversational skills and carries a shortsword under the counter for safety.
  • Local Dynamics: Regular patrons are comfortable with each other, discussing various topics but generally cautious about sharing sensitive information with strangers.
Nighttime Atmosphere
  • Increased Danger and Crowds: Post-sunset, the tavern becomes bustling and hazardous. The clientele shifts to include more violent and unruly individuals, significantly raising the potential for conflicts and brawls.
  • Staffing: At night, Wat takes over the bar duties from Kitty Girl. Dala and Pearl, alongside two manservants who double as bouncers, help manage the crowd and maintain a semblance of order.
  • Dick Rentsch’s Presence: The hostel’s owner, Dick Rentsch, is often present, engaging with patrons, sharing tales, and keeping an eye out for trouble, particularly from those connected to the Temple.
Waterside_Hostel_Nulb by Darklyte


Cover image: Nulb Banner by 3orcs

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