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52. Sahl’s Cottage

Tucked along the muddy banks of Nigb’s Run, just south of the bridge where the river flows past Nulb, sits a decrepit fisherman’s cottage, sagging with age and neglect. Its rotting wooden planks and moss-covered roof lean toward the slow-moving current, as if the river itself seeks to pull it under. Smoke drifts lazily from a lopsided chimney, the scent of charred fish and old river mud thick in the air.

A Lonely Riverside Shack on the Banks of Nigb’s Run

This river shack, though humble, is home to a pair of desperate men who survive on the fickle generosity of Nulb’s fishmongers and innkeepers. Sahl Bruckner, a gaunt, sun-worn man, and his son Derrik Bruckner, a large but simple-minded young man with the spirit of a child, make their living pulling carp, catfish, and eel from the murky waters of the Nigb’s Run.

But the river is not the only source of their livelihood. The Crimson Reavers have taken an interest in their secluded location, offering gold and protection—but at what cost?

"Ain’t no justice in this world, only what a man can hold onto with his own two hands… and I ain’t got much left to hold."
— Sahl

The Bruckner Family

Sahl BrucknerThe Bitter Old Fisherman

Wiry and gaunt, with deep lines carved into his sun-leathered face. His white hair is patchy, and his beard is often tangled with fish guts and river silt.

  • Personality: Worn down by years of struggle, Sahl is a bitter man who trusts no one, especially Temple agents and pirates who frequent Nulb. He despises the law and scoffs at any talk of heroism, believing the world to be nothing but greed and cruelty.
  • Background: Once a respected boatman in Verbobonc, Sahl’s drinking and debts led to his ruin. When his wife died giving birth to Derrik, he abandoned the city and drifted to Nulb, where no one cared about his past.
  • Motivation:
  • Providing for his son is all he has left.
  • He is skeptical of the Crimson Reapers' offer but desperate for coin.
  • His distrust of the Temple makes him hesitant to work with them, but he fears what might happen if he refuses.
  • Political Relationships:
  • Loathes the Temple of Elemental Evil – believes them to be a new breed of tyrant, no better than the Viscount’s tax collectors.
  • Tolerates the The Crimson Reapers – does not fully trust them but acknowledges that bandits pay better than honest men.
  • Avoids Captain Tolub – has had violent disputes over fish sales in the past and knows better than to anger the pirates of Nulb.
  • Sells fish to the Waterside Hostel & Boatman’s Tavern – barely scraping by.
"Derrik don’t see the world like we do. He sees fish, the river, the sky. Not the rot. Not the ruin. Wish I could see things like he does."

Derrik BrucknerThe Simple but Gifted Fisherman

A hulking young man with broad shoulders and thick arms, Derrik looks like he could wrestle an ox, but his soft, round face and gentle eyes belie his strength. He wears simple rags, always damp and smelling of fish, and never goes anywhere without his lucky fishing knife.

"Pa says the river’s mean, but I don’t think so. It gives us fish! Fish is good!"

  • Personality: Innocent, joyful, and eager to please, Derrik is friendly to all, even those who mock or exploit him. He does not fully understand evil or danger, believing most people to be "just folks looking for fish".
  • Background: Born with Down Syndrome, Derrik was often hidden away by his father in his younger years. Over time, however, his uncanny skill for fishing forced Sahl to accept him as an indispensable partner. Despite the hardships, Derrik loves the river and cannot imagine life without fishing.
  • Motivation:
  • Wants to make his father proud.
  • Loves meeting new people, unaware that many manipulate or mock him.
  • Enjoys storytelling and often lets secrets slip without realizing it.
  • Political Relationships:
  • Unknowingly assists the Crimson Reavers – He doesn’t understand smuggling but sees helping move “cargo” at night as just another part of work.
  • Well-liked among Nulb’s market folk – Derrik’s cheerful innocence earns him goodwill, even among hardened criminals.
  • Trusts Tolub, the pirate captain, because Tolub once gave him a silver coin for a particularly big catch.

"I don’t like when the men come at night. They don’t smile. They don’t talk. Just push the boats out and whisper a lot."
— Derrik

Crimson Reaver Involvement

Recently, a Crimson Reaver agent named Verric "The Rat" Colbane approached Sahl with an opportunity:

  • The Temple agents (like Nysera) are too watchful over major trade routes.
  • The Bruckners' cottage is secluded, allowing unseen movement of small cargo loads (loot, weapons, and slaves).
  • Sahl’s fishing boat is slow and small, making it less suspicious than the large longboats used by the Temple’s enforcers.
"Crimson Reavers want me to move their ‘cargo’? I know what that means. Ain’t fish they’re hauling in the dead of night."
Terms of the Deal:
  1. Gold for Silence – The Reapers pay 2 gold per shipment for Sahl to look the other way.
  2. Derrik's Help – Derrik is asked to "help with the night work," unknowingly assisting with smuggling slaves.
  3. Protection from Pirates – The Reapers promise that Nulb’s pirates won’t harass them anymore—a tempting offer after years of theft and extortion from Tolub's gang.
Sahl’s Dilemma
  • If he accepts, he risks his soul and his son’s innocence.
  • If he refuses, the Crimson Reapers may kill him and take his home anyway.
  • If the Temple discovers this smuggling, they may slaughter him and his boy for aiding a rival faction.

Adventure Hooks

1. A Fisherman’s Plea (Low-Level Hook)

Sahl, feeling guilty, asks the adventurers for advice or aid. He is unsure who to trust, but if the party has shown kindness, he may offer them information on the Reavers.

  • If the adventurers convince him to resist, they must prepare for retaliation.
  • If they help him smuggle, they gain access to the Reaver network but become entangled in Nulb’s criminal underbelly.
2. Derrik’s Loose Lips (Investigation Hook)

Derrik, in his cheerful ignorance, may reveal too much about the Reapers’ activities to the wrong people—including the Temple agents, Tolub’s pirates, or the adventurers.

  • If Nysera hears of the smuggling, she may order their execution.
  • If Tolub learns of the deal, he may take his own cut or seize their home.
  • If the adventurers press Derrik, he might accidentally reveal critical information leading them to a hidden Reaver supply cache.
3. A Reaper’s Revenge (Combat Hook)

If the adventurers interfere with Verric Colbane’s smuggling operations, he may retaliate by burning Sahl’s Cottage and taking Derrik hostage.

  • The adventurers must track Verric’s men into the Gnarley Forest and rescue Derrik before he is sold to slavers or executed as punishment.

Conclusion

Sahl’s Cottage embodies Nulb’s despair—trapped between poverty, crime, and fear. Whether the adventurers save them, exploit them, or doom them, their story is another tragic thread in the growing shadow of the Temple of Elemental Evil.

Sahls Cottage by 3orcs
"These bastards in Nulb? They don’t give a damn about us. They’ll rob us blind, kill us if we don’t keep our heads down. So, we keep our heads down."
— Sahl

Sahl Bruckner

(Medium Humanoid, Neutral)

AC 12 (Padded) | HP 18 (3d8+3) | Speed 30 ft.
STR 14 (+2) | DEX 10 (+0) | CON 12 (+1) | INT 10 (+0) | WIS 12 (+1) | CHA 11 (+0)
Skills Survival +3, Perception +3 | Senses Passive Perception 13 | Languages Common
Actions:

  • Fishing Spear. +4 to hit, 5 ft. or 20/60 ft., 5 (1d6+2) piercing.
  • Net (1/Day). Target is restrained (DC 11 STR to escape).
  • Reel In (Recharge 5-6). Pulls a grappled target 10 ft. closer.

Derrik Bruckner

(Medium Humanoid, Neutral Good)

AC 13 (Hide) | HP 22 (4d8+4) | Speed 30 ft.
STR 16 (+3) | DEX 10 (+0) | CON 14 (+2) | INT 8 (-1) | WIS 12 (+1) | CHA 10 (+0)
Skills Athletics +5, Survival +3 | Senses Passive Perception 11 | Languages Common
Brave. Advantage on saves vs. frightened.
Actions:

  • Heavy Club. +5 to hit, 5 ft., 6 (1d8+3) bludgeoning.
  • Lucky Catch (1/Day). Gains advantage on one fishing or survival check.

Type
Boathouse / Wharf
Parent Location


Cover image: Nulb Banner by 3orcs

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