10. Fishermen Shack
Located on the riverside near the Boatman’s Tavern and docks of Nulb, this ramshackle wooden building serves as both home and workplace for seven of the town’s downtrodden fishermen.
Exterior Description
The Fishermen's Shack is a shaky, weather-worn structure cobbled together from salvaged boat timbers, mismatched planks, and rusted nails. It leans precariously towards the river, as if threatening to collapse into the waters of the Imeryd's Run at any moment. Outside the shack, a collection of small fishing boats, tethered by fraying ropes, bob along the muddy banks. Each is loaded with torn nets, crude fishing tackle, and the faint smell of rotting fish. The surrounding area is littered with discarded fish bones, broken barrels, and scraps of netting. The Fishermen’s Shack reflects the poverty and neglect typical of Nulb, home to the village’s indentured fishermen. The exterior’s patched-together appearance mirrors the hardship of its residents.Interior Description
Inside the shack, the air is damp and reeks of river water, mildew, and moonshine. The floor is uneven, patched with planks from old fishing boats, and the walls are bare save for hooks laden with fishing gear and drying nets. The seven fishermen sleep in cramped bunks against one wall, each piled with straw and threadbare blankets. A crude table and benches occupy the center of the room, with an old cask of vile-smelling moonshine resting on one end. The only source of light is a cracked lantern swaying gently from a beam. The interior of the Fishermen’s Shack is as bleak as its exterior—barely habitable and filled with the tools of their trade. It is a testament to the hardscrabble lives of Nulb’s fishermen.The Fishermen
The seven fishermen who reside here are indentured to Lady Nysera Krivaltis. Under her dominion, they receive meager rations and board but must surrender nearly all their catch to her. Most of the fish is transported to the Temple of Elemental Evil to feed its inhabitants, with some sold at the 43: Boatman’s Tavern and Nulb Market. Despite their servitude, these men do what they can to find camaraderie and comfort, often drowning their misery in their strong moonshine.Ties to Lady Nysera
The fishermen are entirely beholden to Lady Nysera. Their indentured status keeps them under her control, and they live in fear of her wrath. Any attempt to shirk their duties or hide their catch is swiftly punished, either by her enforcers or by threats of eviction. The fish they catch are vital for supplying the Temple of Elemental Evil, strengthening its hold over the region. Lady Nysera's influence over the fishermen ensures a steady supply of food for the Temple, leaving the men trapped in a cycle of servitude and despair.DM only Section
Adventure Hooks
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Glowing Fish (Optional Hook): A glowing fish hidden under a pile of nets may be a clue for future quests tied to the Temple or an aquatic cult. The glowing fish (if used) is a gift from the Water Temple, meant to curse those who eat it. If discovered, it may provide a lead to Belsornig, the Water Temple’s leader.
Adventure Hooks
Servants of the Temple (Level 2-3)
Lady Nysera orders the fishermen to increase their catch, overworking them and leaving them desperate. The fishermen plead with the party for help, offering what little they have in exchange for freeing them from their servitude. The adventurers must decide whether to confront Lady Nysera or find another way to liberate the men.The Secret Catch (Level 3)
The fishermen discover a strange, glowing fish caught in their nets one evening. Fearing retribution if they report it to Lady Nysera, they hide it in the shack and ask the party to help identify its significance. The fish may be tied to an aquatic elemental cult or cursed by the Temple of Elemental Evil.Smuggling Opportunity (Level 4)
The fishermen hint that they have knowledge of Lady Nysera’s shipments to the Temple. If the adventurers assist them in smuggling some of the catch to Hommlet, they’ll provide information about the Temple’s supply routes in return. However, the party risks exposure toIron Talons: The Men of the Baroness.Glowing Fish (Optional Hook): A glowing fish hidden under a pile of nets may be a clue for future quests tied to the Temple or an aquatic cult. The glowing fish (if used) is a gift from the Water Temple, meant to curse those who eat it. If discovered, it may provide a lead to Belsornig, the Water Temple’s leader.
- The fishermen's loyalty is precarious. They despise Lady Lmag but fear her too much to act openly against her.
- Chuckles has loose lips when drunk and may reveal details about the Temple’s shipments to perceptive adventurers.
- Brightguard once served as a militia guard and has knowledge of Nulb’s layout and its hidden dangers. He could become an ally if the party earns his trust.
Conclusion
The Fishermen’s Shack embodies the plight of Nulb’s oppressed underclass. While unremarkable at first glance, its connections to Lady Nysera, the Temple of Elemental Evil, and its downtrodden occupants make it a rich source of roleplaying opportunities and potential adventure hooks.Dialog: Fishermen Answering Questions
The group of fishermen is huddled outside the shack, their faces weathered and beaten by the harsh riverside life. As the adventurers approach, they pause their work—mending nets and scraping barnacles from the bottom of a battered skiff. One of them, Pekar, a lean, wiry man with sharp eyes, sets down his spear and greets the party cautiously.
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Pekar: "Haven’t seen you lot ‘round here before. You lost, or just pokin’ yer noses where they don’t belong?" Roobal (grinning toothlessly): "If it's the pirates yer askin' about, best you tread careful. Tolub and his boys ain't the type to take kindly to questions." Adventurer: "What can you tell us about them? The pirates and their dealings?" Pekar (narrowing his eyes): "The Iron Dagger comes through often enough. Tolub, keeps his crew in check mostly, but Varg? He’s a wild dog barely leashed. They drink hard at the Boatman’s Tavern, but when business calls, they’re tight-lipped. All I know is this: you don’t cross ‘em, not if you fancy keepin' your teeth." Brightguard (a stocky fisherman leaning on his spear): "They ain’t just pillagin’ for fun. Word is, they haul all kinds of goods—arms, ale, even slaves—to some Temple folk inland. Folks like us don’t ask no questions, not if we want to keep Lady Nysera off our backs." Adventurer: "What about Lady Nysera? What’s her connection to the pirates?" Chuckles (snorting and shaking his head): "Lady Nysera's got a hand in everything ‘round here. She owns us fishermen, she owns the pirates, and if you’re not careful, she’ll own you too. Sends our catch off to the Temple, along with whatever else she’s bartered outta town." Sir Dog (chuckling darkly): "They say she’s got some sway over Tolub. Don't know if it's gold or somethin' else she’s danglin’, but the two of ‘em are thick as thieves." Pekar (lowering his voice): "Thicker than thieves, if ya catch my meaning. You didn’t hear it from me, but they say Tolub's got his kids runnin’ about somewhere in town. S’pose that’s why he listens to her, though she’s got her claws in more folks than just him." Adventurer: "Does the Temple have any hold on Nulb?" Brightguard (looking away, uneasy): "Ain’t no place in Nulb the Temple don’t touch. They take the best of the catch, and Nysera sees it gets to ‘em. She’s the go-between for pirates, smugglers, and those dark priests. We just fish and hope we don’t get dragged in deeper." Hathaway (a quiet fisherman, muttering): "If you’re lookin’ to cross the Temple, best you leave Nulb altogether. They’ll know you’re askin’ questions soon enough." Adventurer: "What would it take to stop the pirates and Lady Nysera?" Pekar (laughing bitterly): "Stop ‘em? You’d need an army for that, or a death wish. Tolub’s got half the river under his thumb, and Nysera’s got the rest of the village dancin’ to her tune. Best you keep your heads down and move along." Chuckles (grinning crookedly): "Course, if you do stir the pot, don’t forget to tell the barkeep at the Waterside where to send yer remains!" The fishermen chuckle uneasily, returning to their work. It’s clear that fear and survival dominate their lives, leaving little room for heroics—or hope.

Fisherman’s Shack by 3orcs
The Fishermen
While the shack contains little of value, its supplies and moonshine reflect the resourcefulness of its occupants.- Pekar (HP 5): The de facto leader of the group, Pekar is a grizzled man who wields a spear to protect his catch from bandits or river predators.
- Roobal (HP 3): A wiry fisherman who dreams of escaping Nulb but lacks the means to do so.
- Chuckles (HP 2): Nicknamed for his nervous laughter, Chuckles is a timid man who frequents the Waterside Hostel by day. He’s often seen with his ever-present dagger tucked into his belt.
- Lipgums (HP 3): An older man with missing teeth, Lipgums uses a club to fend off drunken rivermen who harass the fishermen.
- Sir Dog (HP 3): An eccentric fisherman who claims to have noble blood. He fights with a club and dagger but is more bark than bite.
- Brightguard (HP 6): The strongest of the group, Brightguard wears padded armor and guards the shack when tensions with bandits or pirates escalate.
- Hathaway (HP 2): The youngest of the group, Hathaway is an eager but inexperienced fisherman who carries only a crude club.
Type
Hut
Parent Location
- Fish and Supplies: The shack contains salted fish and basic fishing supplies like nets, hooks, and tackle.
- Moonshine: Half a cask of foul-tasting moonshine is stored inside, often used to trade or bribe visitors.
- Fishermen's Earnings: Each fisherman carries 1d6 + 10 cp.
Points of Interest
- Moonshine Cask: The nasty moonshine, while undrinkable by most, could be useful for bribing Nulb’s less savory characters.
- Abandoned Boats: The boats docked outside the shack are in various states of disrepair, but one could be made riverworthy with effort.
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