After they defeated the Blackclaw gang, the adventurers found themselves back in the bustling city of Westport. While the news of their deeds had yet to spread far and wide, the local guards expressed their gratitude for the group's efforts in dealing with the bandits. Thalgrim Ironheart, the dwarf merchant who had hired the adventurers, acknowledged their achievements and assured them of a generous reward for their work.
Thalgrim Ironheart offers the adventurers one of the following as reward for their help: Either 100 GP or a discount on all of his wares he has currently in stock.
Thalgrim Ironheart's shop is a well-stocked emporium adorned with shelves of fine dwarven craftsmanship, offering a wide array of weapons, armor, and trinkets, along with an assortment of exotic goods from distant lands. Allthough the stocks could be refilled a little with the wares the party found under the Rusty Anchor, the demand is still higher than the supply he can offer. Those are the items he can sell:
Potion of Climbing (150GP, discounted price 135GP. Uncommon): Grants climbing speed for 1 hour.
Arrow +1 (250GP (per 5), discounted price 200GP (per 5), Uncommon): Magical arrow with +1 bonus to attack and damage.
Potion of Healing (60GP, discounted price 54GP, Common): Restores 2d4 + 2 hit points when consumed.
+1 Longsword (1000GP, discounted price 900GP, Uncommon): Magical longsword with +1 bonus to attack and damage.
He also offers normal arrows, daggers, ropes and other adventuring gear. The prices for these items are halved when discounted.
After finishing their business with the dwarf and with their hard-earned rewards in hand, the adventurers may then take some time to regroup and put their thoughts in order. If they spread out the various pieces of information they had gathered during their investigation they can collect valuable information. Among the items was a map they found in the bandit hideout, which had a marked spot along the coastline north of the city. The spot seems to indicate a specific location of interest, possibly related to their ongoing quest.
Additionally, the note recovered from the Blackclaw gang, which mentioned a meeting with someone referred to as "the collector" in three days' time, can be deciphered from someone with the ability to read thieves cant.
If they won’t follow (or won’t find) the traces to the coastline
If the adventurers decide against traveling to the north, an unexpected turn of events unfolds in Westport. While going about their business in the city, the group notices a growing unease among the locals. Rumors spread like wildfire about strange sightings and eerie happenings near the coastline.
People whisper about ghostly lights flickering in the distance and the sound of haunting cries carried by the wind. As the atmosphere thickens with a sense of mystery and unease, a concerned citizen approaches the adventurers, seeking their aid in uncovering the truth behind these unsettling occurrences. Intrigued by the mysterious events and sensing a connection to their previous investigations, the adventurers find themselves once again drawn to the coast, compelled to explore the unknown and solve the enigma that lingers in the air.
When the party decides to leave for the northern coastline
After the adventurers depart from the city, they find a narrow path that branches off from the main road, winding its way towards the north. The path takes them along the picturesque coastline, meandering through sections adorned with dense vegetation and vibrant foliage. However, the trail itself proves challenging to navigate, requiring each member of the group to make either a nature or survival check with DC12. Should any member fail to meet this requirement, roll a d6 for the following encounter table:
1 (Dense thickets): DC15 Survival check for 1 party member
The party comes across a dense thicket blocking their path, requiring them to navigate through it.
If the party fails to navigate through the dense thicket, they run into a thorny underbrush and take 1d6 piercing damage each.
2 (River crossing): DC 14, Skill: Athletics or Athletics
River Crossing: The party reaches a river with a strong current. They need to find the best crossing point and make a successful swim or Athletics check to traverse it safely. Failing to cross the river safely can result in a party member being swept away by the strong current, separating them from the group. They find their way to the other side a bit downstream and take 2d6 bludgeoning damage in the process. If this reduces them to 0 hit points they are unconscious on a river bank when the rest of the party arrives.
3 (predator territory): DC 16, Skill: Intimidation or Stealth Group check
Predator's Territory: The adventurers unknowingly step into the hunting ground of a territorial predator. They must either scare it off with a successful Intimidation check or stealthily retreat with a successful Dexterity (Stealth) check. If the party fails to scare off the territorial predator or retreat stealthily, they provoke an attack and must engage in a fight, risking injuries and potentially losing valuable resources.
4 (Poisonous plants): DC 13, Skill: Nature
Poisonous Plants: The party encounters a patch of poisonous plants that pose a threat if touched or ingested. They must identify and avoid them with a successful Nature check. Failing to identify and avoid the poisonous plants can lead to a party member accidentally touching or ingesting them, causing sickness, poison, or other adverse effects.
5 (Unstable rockslide): DC 15, Skill: Dexterity saving throw
Unstable Rockslide: The adventurers inadvertently trigger a small rockslide while traversing a rocky slope. They need to quickly find cover or make a timely Dexterity saving throw to avoid being struck.
If the adventurers fail to find cover or evade the rockslide, they take 2d6 bludgeoning damage each.
6 (Loosing the track)
The party looses the track and wanders without orientation. They find back to the coast as the sun is setting.
After the adventurers have managed the misery above and continue their journey along, they eventually reach a crossing. Here, the path diverges, presenting the group with two distinct options for their onward travels. To their left, the path follows the rugged coastline, offering breathtaking views of the crashing waves and an opportunity to explore the rocky shore. Alternatively, they can choose the path to their right, which veers into the dense woods, enveloping them in a tranquil and mysterious ambiance.
The coastal path
As the adventurers choose the left path, they find themselves winding along the rugged coastline, with the crashing waves of the sea to their left. The path gradually leads them higher, and the slopes become increasingly steep and treacherous. To their right, the thicket of vegetation creeps closer, intertwining with the edge of the path, its branches reaching out like gnarled fingers.
As they continue, the path narrows further, hemmed in by the encroaching thicket. It becomes evident that the only way to progress is to climb over the jagged rocks that jut out from the cliffside, serving as a natural barrier.
The rocks form a formidable obstacle, requiring a successful Athletics or Acrobatics check with a DC of 15 to navigate and ascend. Failure result in a slip or a loss of footing, leading to a fall onto a lower part of the cliff, taking d6 bludgeoning damage on impact. From there they need to succeed on a DC12 Athletics or Acrobatics check to get back up (and around the obstacle). A rope thats let down from one ally above leads to an automatic success. On another failed check they need to roll a DC15 dexterity saving through or fall down into the water, taking 2d4 bludgeoning damage on impact. Down there they will find a hidden pathway alongside the cliff. If they fall unconcious, they will be washed ashore there.
The adventurers now stand at the abyss in front of them, faced with the decision of whether to attempt the perilous climb or turn back and explore the alternative path through the dense woods.
Into the woods
The adventurers veer off the main path and enter the dense woods, leaving behind the crashing waves and salty air of the coastline. The atmosphere in the woods is markedly different, with the sunlight struggling to penetrate the thick canopy of towering trees. Shadows dance between the trunks, creating an eerie and mysterious ambiance.
As they venture deeper into the woods, the undergrowth becomes denser, making progress more challenging. The path, if it can even be called that, is barely discernible, and the adventurers must rely on their keen senses and survival skills to navigate. They push through tangled branches and push aside thick foliage, feeling the dampness of the forest floor underfoot.
It is at this point that a strange sensation begins to creep over them, a prickling at the back of their necks as if they are being watched. The woods seem to whisper secrets, and the air is heavy with a sense of being preyed upon. It's an unnerving feeling, as if unseen eyes are tracking their every move. Though no immediate danger presents itself, the sense of foreboding lingers, causing a growing unease among the party.
One character may roll for nature (DC14) at this point. On a success reveal the information that a big predator is nearby. The party can choose to avoid it. If this check failed roll a stealth check against the passive perception of your player characters. Every character that is beaten will be surprised in round one of combat.
Suddenly, with an earth-shaking roar, a massive monstrosity bursts through the dense thicket, launching a surprise assault on the unsuspecting party. It emerges as creature of 10ft height, its imposing figure casting a shadow over the forest floor. Covered in coarse, matted fur that seems to blend seamlessly with the surrounding foliage, its presence is a stark contrast to the tranquility of the woods. Its eyes gleam with a predatory glint, and its fanged maw drips with saliva, evidence of its ravenous hunger. Each limb ends in razor-sharp claws, honed to perfection for rending flesh and delivering devastating blows.
The woodland beast
huge beast, neutral
Armor Class 13 (thick hide) Hit Points 35 Speed 30 ft.
STR 19 (+4) DEX 12 (+1) CON 16 (+3) INT 8 (-1) WIS 13 (+1) CHA 8 (-1)
Skills Stealth +2 Senses passive Perception 11
Actions
Multiattack: The beast makes 2 claw attacks and one bite attack.
Claw. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: (1d8 + 5) slashing damage.
Bite. Melee weapon attack: +5 to hit, reach 5ft, one target. Hit: (2d6 + 5) piercing damage.
The jorneys destination
As the adventurers travel beyond the woodland they notice a subtle but undeniable change in the surrounding enviroment. The once lush and vibrant coastal area has begun to show signs of decay and desolation and the vegetation grows thinner and starts to look sick. They travel forth and soon they see their destination: Before them stands a crumbling lighthouse, its weathered stones bearing the scars of time. The tower, once a beacon of light guiding ships to safety, now stands as a desolate structure perched upon the edge of a towering cliff. The crashing waves below echo with an eerie resonance, a haunting melody that fills the air.
The air carries a faint scent of sulfur. Nearby, the coastal vegetation appears sickly, with wilted plants and discolored leaves. The grasses and shrubs seem unnaturally withered, their usual shades of green replaced by sickly hues of yellow and brown. The few remaining trees have thin and sparse foliage, their branches twisting in abnormal patterns.
The sound of the crashing waves against the shore is accompanied by an eerie silence, as if the usual coastal wildlife has been driven away or fallen silent. The once teeming seabirds have become scarce, and the absence of their calls adds to the unsettling atmosphere. While the effects are still subtle, the adventurers can sense an underlying malevolence and decay permeating the area.
The light house main room
The main room of the lighthouse is a square space, approximately 20 by 20 feet in size. It serves as the living quarters for the resident warden of the lighthouse, who once tended to the light that guided ships at sea. The room has a rustic charm, although now it shows signs of neglect and disarray.
Faint rays of sunlight filter through a few dusty windows, casting dim light on the worn wooden floorboards. The walls, adorned with peeling wallpaper, are adorned with faded maritime paintings and nautical maps. A crackling fireplace, now cold and unused, sits against one wall, surrounded by an assortment of aged armchairs and a weathered bookshelf housing weathered tomes.
In one corner of the room, a modest wooden table with a few chairs serves as a dining area, bearing evidence of hasty meals and forgotten conversations. A small desk covered in parchment and ink bottles stands against another wall, hinting at the warden's past record-keeping and correspondence.
Stairs ascend to the upper quarters and the lantern room, leading to the upper levels of the lighthouse. The worn wooden steps creak with each footfall, as if whispering stories of countless ascents and descents over the years. A metal railing, rusted in places, provides a sense of security as one navigates the ascent.
The room carries an air of solitude, a once-vibrant space now filled with echoes of the past. It holds the potential for discoveries, secrets, and clues that may shed light on the mysteries concealed within the lighthouse's depths.
Upper quarters & the lightroom
Above the main room, there are three additional stories within the lighthouse. The first two floors consist of interior rooms, which now lie in disarray, their furniture broken and scattered. Among the debris, a keen eye might spot a few lost coins glinting faintly in the dim light that filters through small, grimy windows.
To reach the topmost level, known as the lightroom, one must ascend a winding staircase that leads outside and wraps around the tower's exterior. The steps, weathered and worn, carry the weight of countless footsteps that have tread upon them. As the adventurers climb higher, the distant sound of crashing waves grows faint, replaced by an eerie stillness that seems to envelop the lighthouse.
Upon entering the lightroom, a sense of fading grandeur and lost purpose fills the air. The once magnificent beacon that guided ships at sea now stands as a solemn reminder of its former glory. Its flames extinguished, the hearth lies dormant, its once-bright light reduced to cold ash and the faint scent of aged oil. Dusty windows offer a view of the surrounding landscape, allowing faint rays of sunlight to cast subdued shadows within the room.
As the adventurers gaze out from the lightroom, they behold a transformed land behind the lighthouse. Murky marshlands stretch as far as the eye can see, their swampy terrain swallowing once fertile ground. In the distance, the remnants of a village emerge from the mist, its dilapidated structures hinting at a forgotten past. The sight exudes an aura of desolation, urging the adventurers to uncover the secrets hidden within the decaying lighthouse and its ominous surroundings.
The basement
The basement is a cramped space, filled with rows of dusty wooden crates stacked haphazardly. The air is thick with the musty scent of old wood. Dim light filters through a small, grimy window, casting long shadows across the room. As the adventurers inspect the area, they notice a broken section of the wall, revealing a hidden passage beyond. The tunnel, partially obscured by rubble and debris, beckons them to explore its mysterious depths.
The hidden pathway
As the adventurers enter the hidden pathway behind the broken wall, they find themselves in a narrow corridor. The air is damp and cool, with a faint scent of decay lingering in the air.
Careful inspection and a successful DC 15 perception check reveals a pressure plate embedded in the stone floor. Stepping on it triggers a mechanism, causing sharp spikes to shoot out from the walls. The adventurers must exercise caution and find a way to bypass or disable the trap to proceed safely.
Within the hidden pathway, the adventurers discover a chamber on the left side, accessible through an narrowdoorway. As they step inside, they find themselves in a small space. The air is stale and carries a hint of mustiness. The chamber appears to be a storage room of sorts, filled with old, broken crates, barrels and rubble from ships.
Inside the chamber, the adventurers notice a chest. Upon closer examination (DC 12 perception), they spot a tiny mechanism rigged to shoot out a poison-laden dart when triggered. The person opening the crate and triggering the trap must make a DC15 dexterity saving throw or take 2d6 poison damage.
As they venture forward, they see daylight shining through an opening on the right. As they aproach they find a pathway along the cliffs. It is very steep, so they need to be careful not to stumble and fall. At the end of the ledge they find away back into the cave.
Halfway on the pathway along the cliff they notice a barely visible tripwire (DC12 perception) stretching across their path. If they don't spot it, the first character must make a DC12 acrobatics check or fall down into the water, taking 2d6 bludgeoning damage on impact. A person nearby may try to catch them with a DC 16 strength saving throw.
The altar
Inside once again, the adventurers stumble upon a chilling sight—a creepy altar adorned with dark symbols and offerings. The altar, crudely crafted from rough-hewn stone, bears the marks of someone's devotion. Melted candle wax drips down its sides, and charred remnants of incense sticks fill the air with an acrid scent.
Upon the altar's surface, there are remnants of offerings left behind: shimmering scales, gnawed bones, and small trinkets meant as tributes to a mighty master. Sinister shadows dance across the chamber's walls, cast by the flickering light of a few scattered torches, giving the scene an eerie ambiance.
The air grows heavy with an almost palpable sense of malevolence, as if the very atmosphere recoils in reverence to the wicked powers invoked at this unholy shrine. The adventurers can sense the lingering presence of dark magic.
Someone able to read draconic runes might decipher some of the symbols: They are written in a crude and barbaric dialect. A DC15 history check may reveal, that it was possibly kobolds who built this altar.
The chamber under the cliff
Behind the altar, the tunnel splits in a T crossing. To the left, a narrow passageway leads to another storage room, where the kobolds have stashed their ill-gotten treasures and supplies. The room is dimly lit by flickering torches mounted on the rough stone walls. Stacks of crates and barrels are scattered about, filled with pilfered goods, shiny trinkets, and provisions.
The harbor
To the right, the cave opens up to reveal a breathtaking view of the sea. A small, weathered dock extends over the waters, its wooden planks worn and aged from years of exposure to the elements. Resting upon the dock is a dilapidated boat, its hull damaged and broken, no longer seaworthy.
Now that they are pushed into a corner and with their traps failing, the kobolds will attack the party to defend their lair. There are 2d4 +4 kobolds in this cave. They will try to corner the party in the small storage room.
Amidst the scattered debris and seaweed, a message in a bottle catches the adventurers' attention. The glass vessel, sealed tightly with a cork, holds a rolled-up piece of parchment. Inside, weathered by time and water, are faded ink markings that hint at a message from a distant sender. The words are partially obscured, but enough remains to pique the curiosity of the intrepid explorers.
As the adventurers retrieve the message, they realize it might hold a clue or vital information that could shed light on their quest or reveal the true intentions of "the collector." The contents of the bottle remain a mystery, waiting to be unraveled by the party's keen eyes and sharp intellect.