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Credits
Author:

David Woodrum
Editors:
Joanna G. Hurley

Typesetting:
Clay Gardner

Line Developer:
Darren Pearce

Publisher:

Neal Levin

www.darkquest.com
Open Game Content & Copyright Information
City Guide: Harbor Mess Hall is (c) 2005 Dark Quest, LLC. All rights reseverved. Reproduction of the product without permission of the publisher is expressly forbidden. City Guide : Harbor Mess Hall is presented under the d20 License. All textual material is designated as Open Game Content. All artwork herein is copyrighted Dark Quest, LLC or by their respective artist. "d20
System" and the d20 System Logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20
license.

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Harbor Side Mess Hall
Exterior Description
Sitting amongst the older, mostly abandoned buildings in
the run down section of the harbor is an old converted
warehouse that seems to be unusually filled with constant
activity. In sharp contrast to the original, lichen encrusted
stonework of the original building, several new chimneys
run up along the sides of the building and a well sits out
front that judging by the condition of it's stonework, it
couldn't have been built more than four or five years ago.
In addition to the construction of the well and the obvious structural changes to the old warehouse, a large section of the ground that lies before the building has been
kept cleared off by both foot traffic and an old goat.
Likewise, tables with attached benches sit out front just to
the west of the entrance and there's a large wooden sign
above this area with painted engravings. The sign reads
"Harbor Side Mess Hall."

The Harbor Side Mess Hall is the brainchild of a former


sailor who is commonly known as Patches McReily. History has
it that Patches served as a cook upon a privateer (later turned
pirate) ship and was disgusted by the daily rations of preserved
fish and dried tack that he was forced to prepare and serve.
Whenever the ship that Patches served on would port in a harbor, the one thing that the good cook craved more than anything was a good meal of steak or chops. To his disgust, however, there was no such servings to be found, and most of the
taverns and inns that rested along the harbor served food that
was hardly much more than the ship's rations.
Several years later, Patches had gained a fair bit of coins
and jewels and decided to retire. After all, one of his eyes had
seemed to have long since run away with a few of his front
teeth and Patches was not getting older. Sitting in a harbor tavern and looking down disgustedly at a plate of smoked flounder, Patches remembered his disgust for the food that the ship's
supply room had to offer. Taking a good deal of the fortune
that he had originally intended to use to purchase a nice, quiet
home, Patches instead purchased an old abandoned warehouse
in the harbor area of his native community and began to rebuild
it into a large mess hall.
Though the supplies and construction cost him every bit
of his life savings, Patches soon had both a home and a business. Shortly after it's opening, sailors on port leave began to
flock to The Harbor Side Mess Hall for the purpose of getting
the meal that they had grown so homesick for while traveling
the high seas.

The Harbor Side Mess Hall serves a wide variety of foods,


with a wide variety of main courses and side items. Most of the
food is mainly inland fare, but the mess hall does provide a limited selection of "surf and turf" varieties, mostly in the aspects
of shellfish and chips or chowders. Though serving a few varieties of watery ale, mead, and port wine, drinks of notable
potency are not to be found at the mess hall and Patches has no
intentions of changing his decision on this. As the benched
tables require the patrons to eat in a "community fashion",
Patches doesn't want a hall full of unruly drunks disturbing an
honest sailor while he's trying to eat what is perhaps the only
truthfully decent meal that the poor sailor has had in six months
or better.

I. Entrance Court
The Entrance Court to The Harbor Side Mess Hall is fairly well tended to by Nelly the goat. Nelly is an extremely
tame animal who is usually petted and talked to by the visiting sailors who sit out front at the benches during the
warmer months and eat. Though mostly content with the
weeds that grow up along the mostly desolate street, Nelly
is known to accept a piece of bread every so often. She is
also particularly fond of those who take a bit of their time
to fetch some water from the well to put in her wooden
drinking trough. While some would find such an animal
either to be a nuisance or a potential item for theft, most
all the sailors enjoy and respect Nelly's presence on the
grounds as it's the only real form of pet that they get to
have in their dreary, lonely sailing lives.
The bench-like tables in the court are very sturdy and constantly kept clean. Usually there are one or two serving
wenches running about who make sure that the guests are
properly waited on outside and also to clean up any messes left behind. Usually the remaining scraps are thrown
out back behind the building in case that Nelly wishes to
pick through them later.

This area is used quite a bit by the sailors, as during the


summer months it's often more pleasant to sit outside than to
have to tolerate the fires that must be kept roaring in order to
prepare the food.
Though most of the surrounding area is deserted, those
few shops and establishments that still exist look favorably
upon the site, including Nelly, as The Harbor Side Mess Hall is
bringing back new life gradually to the area.

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Exterior Wood Door (Main Dwelling to Front Court): Thickness 2 in.;
Hardness 4; Break DC 23 (when barred); hp 20; Open Lock
(DC 25, when barred). The door is closed at night, and barred
during storms. The door is barred from the inside (area 2) with
a thick, wooden board. The outside of the door is fitted to hold
a lock (very simple) but this is used only in the few times that
the mess hall is closed due to special reasons or local holidays.

II. The Mess Hall


This is the main room of the establishment and is quite
large and usually full of dining customers. The Mess Hall
is open from morning to midnight and is open most
everyday except for a few locally recognized days of celebration.
Inside this hall are three large roaring fires from which
various stews, breads, and desserts are usually prepared.
The floor is always kept clean, and there are typically eight
serving wenches hired on who tend to both the customers
and the general needs of the establishment. These wenches work both the main hall as well as tending to the guests
out in the court yard.
Several bench-like tables similar to the ones in the court
yard are positioned in the mess hall and everyone is thus
encouraged to eat together at these tables. While most
guests are friendly enough with one another, Patches has
hired four retired sailors to serve as bouncers in case there
arises the need for one to "keep the peace". Three young
lads that were recruited from the poorer side of the community also serve as fire tenders, sweepers, and pot boys,
and these youngsters are loyal when it comes to earning
their wages plus any additional tips that they are occassionally offered.
Upon seating one's self it's customary to see one of the
wenches quickly scurrying over with a glass of cool water
and a piece of worn parchment that bears the hall's menu.
While drinks and appetizers can be served up in a matter
of a minute or two, the main course and desserts take a bit
longer, usually a matter of twenty to thirty minutes for the
meal and ten minutes for the after dinner delights.
If one happens to glance about a bit, they will notice that
there are several doors leading off to other areas. The main
southern door leads outside (area 1) while doors to the north
lead into Patches private chamber (area 6), the large kitchen
(area 7, which has two doors), and one door to the north east
area leads to the storage room (area 8). To the west, two doors

lead into narrow private rooms (areas 3 and 43 is marked for


the gentlemen, 4 is marked for the ladies) where one may use
the chamber pot and/or wash up their hands and face should
they have the need. To the west, there is a door that leads into
a closed off room (area 5) where entertainment and dancing is
sometimes held on special nights. Likewise, the entertainment
room also has a newer, northern door that can be accessed
from the mess hall.
Shuttered glass windows are set in the south, east, and west
walls and are opened during the day to allow additional light
into the main hall.
Exterior Wood Door (Main Dwelling to Front Court): Thickness 2 in.;
Hardness 4; Break DC 23 (when barred); hp 20; Open Lock
(DC 25, when barred). The door is closed at night, and barred
during storms. The door is barred from the inside (area 2) with
a thick, wooden board. The outside of the door is fitted to hold
a lock (very simple) but this is used only in the few times that
the mess hall is closed due to special reasons or local holidays.
Interior Wood Door (to location 3, west): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,
when barred). This door does not have a lock but may be
barred shut with a light wooden board from area 3. On the door
is the words "Gentlemen" and a painting of a man's bearded
face, indicating that this chamber room is for the use of the
men, not the women.
Interior Wood Door (to location 4, west): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,
when barred). This door does not have a lock but may be
barred shut with a light wooden board from area 4. On the door
is the words "Ladies" and a painting of a beautiful looking
woman's face, indicating that this chamber room is for the use
of the women, not the men.
Interior Wood Door (to location 5, east): Thickness 1 in.; Hardness 4;
Break DC 13 (when barred); hp 10; Open Lock (DC 12, when
barred). This door does not have a lock but may be barred shut
with a light wooden board from area 5. This is an older door
than the one leading to area 5 from the north east area of the
main room, and shows the signs of a past, brutal fight.
Interior Wood Door (to location 5, south): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 12,
when barred). This door does not have a lock but may be
barred shut with a light wooden board from area 5. This is a
fairly new door structure, and was created after there was a terrible fight in area 5.

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Interior Wood Door (to location 6, north): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a wooden board from area 6.
Interior Wood Door (to location 7, east entrance): Thickness 1 in.;
Hardness 4; Break DC 13 (when barred); hp 10; Open Lock
(DC 18, when barred). This door does not have a lock but may
be barred shut with a wooden board from area 7.
Interior Wood Door (to location 7, west entrance): Thickness 1 in.;
Hardness 4; Break DC 13 (when barred); hp 10; Open Lock
(DC 18, when barred). This door does not have a lock but may
be barred shut with a wooden board from area 7.
Interior Wood Door (to location 8): Thickness 1 in.; Hardness 4;
Break DC 13 (when barred); hp 10; Open Lock (DC 18, when
barred). This door does not have a lock but may be barred shut
with a wooden board from area 8.
Wood shutters: Thickness 1 in.; Hardness 4; Break DC 18; HP 5.
These shutters are often closed and are done as such from the
outside of the establishment, thus protecting the glass from the
damage caused by strong storms and the occasional hurricane.
Windows, thick bluish clear glass: Thickness 1 in., Hardness 2;
Break DC 12; HP 5. These windows are made of a strong
bluish glass which is reinforced with thin strips of copper.

NPC Statistics

Serving Wenches, 8 total


These serving wenches come and go, with only the most
loyal having served a bit over three years and the most unreliable ones lasting for a little more than two months. As the
replacing of the ones that quit, Usually Patches can hire in a
new wench the very same day.
Of all of the serving wenches, the only one to have managed to stay on any given duration of time is "Filthy" Wanda
Crabshore. Though probably the most saucy woman to ever
walk the shoreline, Filthy Wanda is dedicated to her job and
leads up the rest of the wenches. The wash women absolutely
detest Wanda, and as a result there's an evergrowing rivalry
between the serving wenches and the women in the kitchen.
"Filthy" Wanda Crabshore
Female human Com4: CR 3; Medium-size humanoid (5 ft. 6
in.); HD 4d4+4; hp 12; Init +0; Spd 30 ft.; AC 10 (touch 10,
flat-footed 10); Atk +2 melee (1d4/crit 19-20, dagger); AL N;
SV Fort +2, Ref +1, Will +2; Str 10, Dex 10, Con 12, Int 11,
Wis 12, Cha 14.

Languages: Common, Aquan.


Skills: Bluff +4, Diplomacy +4, Intimidate +4, Listen +3,
Perform (dance) +3, Profession (bartender) +8, Profession
(courtesan) +3 Sense Motive +5, Spot +3, Swim +3.
Feats: Alertness, Skill Focus (Profession (bartender)), Skill Focus
(Sense Motive). Italicized skills are cross-class.
Possessions: dagger, clothing, shoes (3 lbs.).
Description: Filthy Wanda is not a huge woman, being five foot,
six inches in height and weighing just at 105 lbs. She can be
mean quite mean though, and hidden under her delightfully
curvy, well tanned figure is the fighting spirit of an rabid ogre.
Her hair is straight and varies from degrees of dark brown to
bleached out dirty blonde, and Wanda has deep green eyes.
Wanda typically dresses a bit on the more provactive side, and
often wears bits of more simple, coastal inspired jewelry, such
as bracelets and necklaces of pukka shell beads. Though still
very young in appearance, Wanda is thirty eight years of age.
Personality: Filthy Wanda is a woman who can be both overly
friendly yet quite uncontrollable when her temper gets flaired
up. She's a woman with a powerful personality, and is very
extraverted in most all aspects, including her emotions. Despite
her temper, Wanda is a woman with a heart of gold, which ironically can be bought for 4 sp a night. She's unashamed of her
ways, and will often point out that most women that declare
themselves to be "betterfolk" succumb to the temptations of
lust for free. Wanda, on the other hand it seems, is "sophisticated enough" to control her courtly ways long enough to hold out
for the exchange of precious coin.
Information and Interactions: Though no official management crew
has ever been established, it seems that Filthy Wanda runs the
side of things when it concerns the serving wenches. She can
be quite understanding when one of her girls is in serious distress or need but holds no patience for trivial laziness, complaint, or whining. If a woman is being harassed by one of the
patrons, that's one thing. If one of her girls is just lazy, it's time
to either "put some fire under her bottom" or hire someone
else who's willing to do the job.
Due to her overwhelming personality and rather scandalous reputation, Wanda has seen a lot of fights and intentionally or unintentionally broken a lot of marriages. As such, she
can actually double as a bouncer if a situation at the mess hall
happens to get nasty. As she is a woman of many responsibilities, Wanda earns 8sp a day plus whatever tips she may bring in.
Serving Wenches
Female human Com1: CR 1/2; Medium-size humanoid (5 ft. 6
in.); HD 1d4; hp 2; Init +0; Spd 30 ft.; AC 10 (touch 10, flatfooted 10); Atk +0 melee (1d4/crit 19-20, dagger); AL N; SV
Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int 10, Wis
11, Cha 12.

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Languages: Common.
Skills: Bluff +1, Diplomacy +2 , Listen +1, Perform (dance)
+1, Profession (barmaid) +6, Sense Motive +3, Swim +3.
Feats: Skill Focus (Profession [bartender], Skill Focus (Sense
Motive).
Possessions: dagger, clothing, shoes (3 lbs.).

Bouncers, 4 Total
These bouncers are all former sailors and as such, each one
has a bit of experience when it comes to handling one's self
against threatening individuals. Most of the bouncers have
worked on ships that serviced the voyages of pirates or privateers, with Dewick being the only exception.

Description: Most of these ladies are usually petite, if not flat out
gaunt and underfed looking, with perhaps one or two more
attractively buxom out of the whole lot. All are mostly a rough
lot, and a couple of missing teeth here and there or cheap tattos isn't entirely uncommon. Likewise, they come and go a great
deal, and the names have all blurred into the memories of the
employees, patrons, and a the few scribblings that can be found
on the walls of the private chambers (areas 3 and 4). Most have
gone by nicknames, and Wanda herself can remember at least
three named "Kitten", two named "Dove", eight who called
theirselves "Rose", and three or four known as "Orchid".
Currently the names of the seven less experienced wenches are
Silk, Patty, Flower, Ruby, Molly, Milly, and Florence. Most of
these ladies are in their late twenties to mid thirties, with Silk
being only nineteen and Milly and Florence being a bit over
forty.
Personality: Though most seem to hold some sort of smug pride
in the fact that they don't have quite the reputation that Filthy
Wanda has, these ladies are truthfully no better. At least Wanda
tries to earn a bit of coin with her saucy ways, where these
ladies are apt to entertain the patrons for little more than a kiss
and a few shallow, sweet nothings whispered in their ear.
Most all of these women are lazy, and unless watched carefully by Wanda they tend to spend more time flirting with the
sailors than they do taking orders or serving food and drink. As
Milly, Florence, and Patty are a bit more trustworthy, these
ladies get the owner of handling the customers who sit outside
during the warmer months. Truthfully, while this duty was supposedly given to them as a reward, these ladies feel that they are
being punished due to the fact that one has to walk further to
handle such customers.
Information and Interactions: As these serving wenches come from
the local community, particularly areas that are a bit poor or
otherwise rundown and potentially hostile, they are full of gossip and rumors about local happenings. Many have a hubsand
or lover who has spent some time in the stocks for various
wrongdoings, and as such the community's criminal element is
not entirely unknown to such women.
While they may hold a degree of contempt towards
Wanda, these wenches will quickly side with her when it comes
to arguing with the wash women in the kitchen. These women
earn 2sp a day plus whatever tips they may bring in.

Big Frederick
Male human Com1/War3: CR 3; Medium-size humanoid (6 ft.
7 in.); HD 1d4+1 plus 3d8+3; hp 20; Init +0; Spd 30 ft.; AC 10
(touch 10, flat-footed 10); Atk +6 melee (1d6+3, club), or +6
melee (1d3+3 subdual, unarmed); AL NG; SV Fort +4, Ref +1,
Will +1; Str 16, Dex 10, Con 13, Int 10, Wis 11, Cha 11.

Languages: Common.
Skills: 9 ranks War; Balance+1, Bluff +2 (2(4)), Climb +4 (1 +
3) Intimidate +5* (2 + 3), Listen +2, Profession (sailor) +4 (4),
Sense Motive +2 (4), Spot +2, Swim +4 (1 + 3), Use Rope +3.
Feats: Alertness, Power Attack, Improved Bull Rush, Improved
Unarmed Strike.
Possessions: club, clothing, boots (4 lbs.).
Description:Big Frederick is a huge man, standing just over six
feet, seven inches tall and weighing right at three hundred lbs.
Though having a stern hand when it comes to unruly patrons,
Big Frederick is business is very prosperous, Patches has never
had much trouble really a man with a heart of gold, and is generally peaceful in nature. His balding head sports a few scars
that he received during his early days on the high seas, and a
faded tattoo on his right shoulder is of an octopus weilding two
swords and two daggers, indicating that Big Frederick once
served on the famous privateer ship, The Eight Armed Lady.
Personality: Big Frederick, as mentioned before, knows well
when to be friendly or to be strict when it comes to the customers of The Harbor Side Mess Hall. He's an honest man, and
though having been close friends with Patches for many, many
years he feels lucky to have such a fine job. It seems that a
young age Big Frederick often had trouble finding work due to
living in area that was economically oppressed, and starvation is
no stranger to Frederick.
Information and Interactions: Big Frederick has worked as a bouncer for the establishment ever since Patches first opened up. Due
to both his loyalty and honesty, Big Frederick is in charge of the
other three bouncers and is given a wage of 1gp per day, plus
any meals or drink that he might desire. Frederick does not find
it appropriate to abuse the offerings of his employer, and tends
to keep his eating and drinking habits within a very reasonable
range.

Bouncers use their Strength modifier to calculate their Intimidate bonus. Italicized skills are cross-class.

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Ernest Planks
Male human Com3: CR 2; Medium-size humanoid (6 ft. 3 in.);
HD 3d4+3; hp 11; Init +2 (Dex); Spd 30 ft.; AC 12 (touch 12,
flat-footed 10); Atk +3 melee (1d4+2/crit 19-20, dagger), or
+3 melee (1d3+2 subdual, unarmed); AL N; SV Fort +2, Ref
+3, Will +1; Str 14, Dex 14, Con 12, Int 10, Wis 11, Cha 9.
Languages: Common.
Skills: Balance +2 (+ 2), Climb +6 (4 + 2), Profession (sailor) +5
(5), Spot +2, Swim +5 (3 + 2), Use Rope +6 (4 + 2).
Feats: Dodge, Endurance, Improved Unarmed Strike.
Possessions: dagger, clothing, boots (3 lbs.).
Description: Ernest is a tall and wiry fellow, standing around six
foot three and probably weighing little more than 160 lbs. He
has short, curly brownish red hair and a face that often bears a
sneer resembling that of shameless guilt. His body is reddish
brown from the ocean sun and his eyes often have a suspicious
sort of stare to them. Resting on his left forearm is a tattoo of
two flaming raipers crossing one another, identifying Ernest as
a former sailor on the pirate ship The Flaming Sails.
Personality: Though many people don't trust Ernest Planks, he's
actually quite loyal and honest with those who treat him fairly.
While he may have had a less than savory past serving aboard
The Flaming Sails, Ernest has long since changed his ways for
the most part and values the job that Patches has given him.
Information and Interactions: Ernest Planks has worked at the mess
hall for a bit over two years now and is paid 5sp a day to help
watch over the place.
Dewick "Hay Boy" Henwaddle
Male human Com2: CR 1; Medium-size humanoid (6 ft. 2 in.);
HD 2d4+7; hp 12; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,
flat-footed 10); Atk +3 melee (1d6+2, club), or +3 melee
(1d3+2 subdual, unarmed); AL NG; SV Fort +2, Ref +1, Will
-1; Str 15, Dex 12, Con 14, Int 10, Wis 8, Cha 13.
Languages: Common.
Skills: Balance +1, Bluff +1, Climb +5, Diplomacy +2, Intimidate
+3, Profession (sailor) +4, Swim +3, Use Rope +4.
Feats: Toughness, Improved Unarmed Strike.
Possessions: club, clothing, boots (3 lbs.).
Description: Dewik Henwaddle is the newest and perhaps
youngest of the bouncers that work at the mess hall. Having
served only a couple of years as a sailor, Dewik earned the nickname of "hay boy" as he was just another farmhand who wanted to make a better life and fortune for himself on the high
seas. Dewik grew homesick quickly, however, and left the
planks of the merchant's vessel that he worked on to return to
the land.

Dewik stands six foot, two inches and weighs 245 lbs. He
has dirty blonde hair and skin that has reached a seemingly permanent shade of reddish brown from his many years laboring
under the hot sun. Quite muscular and sturdy of back, few
patrons have ever wished to anger Dewik, for it's told that he's
able to pick up two sturdy men at once in each arm and escort
them out the door should Dewik feel the need.
Personality: Though he's a bit nave in nature, Dewik is a valued
and respected bouncer. He is fiercly loyal, honest in nature, and
his great strength and energy make up for his obvious lack of
"street smarts". Dewik is also a calm, friendly individual who
can think with a clear head and is slow to anger. If enraged,
however, he's a frightening, powerful force to be reckoned with.
Information and Interactions: Dewik has only worked at the mess
hall for six months now but is already earning 4sp a night.
Hawke Moorthorne
Male human Com1/War1: CR 1; Medium-size humanoid (5 ft.
11 in.); HD 1d4+1 plus 1d8+1; hp 9; Init +1 (Dex); Spd 30 ft.;
AC 11 (touch 11, flat-footed 10); Atk +3 melee (1d4+2/crit 1920, dagger), or +3 melee (1d3+2 subdual, unarmed); AL NE;
SV Fort +3, Ref +1, Will +0; Str 14, Dex 12, Con 12, Int 12,
Wis 10, Cha 12.
Languages: Common, Aquan.
Skills: Balance +1, Bluff +5, Climb +6, Intimidate +4, Profession
(sailor) +4, Swim +4, Use Rope +6.
Feats: Skill Focus (Bluff), Weapon Focus (rapier). *Hawke uses
his Strength modifier to calculate his Intimidate bonus.
Italicized skills are cross-class.
Possessions: dagger, clothing, boots (3 lbs.). Hawke owns a rapier
(+4 attack, 1d6+2/crit 18-20), which he might bring to work
should he plan mischief.
Description: Hawke Moorthorne is a fairly young adult, somewhere in his mid twenties, with deep, jet black hair and an ususal
facial structure that is both dashing and harsh at the same time.
His skin is deeply tanned and his body features several tattoos,
the largest being a dull, dark green tattoo of a viper that wraps
around both of his upper arms and coils across the back of
Hawke's shoulders. On Hawke's right forearm is a tattoo of a
naked mermaid with hideous bat wings, weilding a bleeding
sword. This was the marking emblem of the pirates of the ship
Death's Waters. These pirates were notorious town raiders
before their capture two years ago.
Personality: Though earning some credibility for his skill and
cunning over the last few years on the high seas, Hawke is not
someone that most people would wish to hire. Though Patches
really wanted to give this individual a second chance at life, he's
starting to regret the decision. Hawke managed to escape the
noose by turning court's evidence against his other shipmates,

7
and while it would seem that he had become a truly reformed
member of society, nothing has really changed. Hawke
Moorthone is little more than a cunning bully and an opportunitist, taking advantage of what fortune that others open up
enough for Hawke to step in and take.
Information and Interactions: Patches and Big Frederick have a high
degree of suspicion towards the intentions of Hawke, and have
noticed that this bouncer has been eyeing the doorway to
Patches' personal quarters quite a bit lately. Though they have
no proof of foul play, there is enough evidence in Hawke's
actions and past to keep a close watch on this individual.
In all truth, Hawke does indeed have less than savory
intentions at the moment regarding the personal fortune of
Patches McReily. The petty 4sp that Hawke has been earning
day in and out for watching the mess hall over the last eight
months is not enough for his greedy heart and the former pirate
knows good and well that there's a great deal of fortune resting
behind that wooden door.
Customers
Though originally catering to sailors who were on a bit of
shore leave, the popularity of The Harbor Side Mess Hall has
grown over the last few years and now a larger variety of
patrons can be found sitting aside one another and enjoying a
good meal.
When figuring out what types of customers are currently
at the hall eating, use the charted lists below. A few of each type
may be located in the private chambers, the entertainment
room, or during the warmer months of the year, outside in the
courtyard. The below covers only the more basic of the
patrons, and you may wish to add more important individuals,
including adventurers, to the customer population.
Merchant Sailors
Male human Com2: CR 1; Medium-size humanoid; HD 2d4; hp
5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1
melee (1d4/crit 19-20, dagger), +1 ranged (varies); AL usually
N; SV Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 11, Int
10, Wis 10, Cha 10.
Languages: Common.
Skills: 15 ranks, Balance +1, Climb +3, Profession (sailor) +3,
Spot +2, Swim +2, Use Rope +3.
Feats: Endurance, Great Fortitude.
Possessions: dagger, clothing, shoes, 2d6 sp (3 lbs.).
Frequency Of Presence: 80%
Number Appearing: 1d20+2
Time Of Day For Appearance: During all hours that the mess hall
is open.

Description: These are the common, petty variety of sailors that


are often found on the more "honest" of ships. They are usually dressed in simple, comfortable clothing and usually have
sun-bleached hair and well-tanned skin. Most often these sailors
will be barefoot and armed only with a dagger, if carrying even
that much. Many may sport tattoos.
Personality: Usually these sailors cause little trouble unless provoked. They are tired, hungry, and simply grateful to be given
the chance to eat something other than ship rations.
Information And Interactions: Though full of a few sailing stories,
most of these sailors have little to offer in points of interest.
The privateers and pirates sometimes taunt the sailors, and such
actions have resulted in a few quarrels and fights in the past.
Pirates and Privateers
Male human Com1/War1: CR 1; Medium-size humanoid; HD
1d4 plus 1d8; hp 7; Init +0; Spd 30 ft.; AC 10 (touch 10, flatfooted 10); Atk +1 melee (1d4/19-20 crit, dagger), +1 ranged
(varies); AL usually N or NE; SV Fort +4, Ref +0, Will +0; Str
11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Languages: Common.
Skills: Balance +1, Climb +3, Profession (sailor) +3, Spot +2,
Swim +2, Use Rope +3.
Feats: Endurance, Great Fortitude.
Possessions: dagger, clothing, shoes, 3d6 sp (3 lbs.).
Frequency Of Presence: 50%
Number Appearing: 1d8+2
Time Of Day For Appearance: Usually during the afternoon and
in the evening.
Description: These are the less savory variety of sailors that can
be found eating and drinking at the mess hall. Usually these
individuals sport tattoos, scars, and some have eye patches, peg
legs, or hooks replacing lost hands. Most have at least a few
missing teeth and beards or poorly shaven faces. Likewise,
many of these individuals reek of dried sweat and alcohol.
Personality: Usually these sailors steer clear of causing trouble
during the afternoon. During the evening, however, things can
get a bit rough amongst these individuals, and there's been
many a pirate or privateer who has lost tooth or two at the mess
hall as a result. Big Frederick, Patches, nor Dewick hold any
degree of patience for those who cannot behave in an orderly
fashion in the mess hall.
Information And Interactions: Though full of a few sailing stories,
most of these sailors are full of lies, rumors, and gossip and as
such have little to offer in points of interest. The privateers and
pirates sometimes taunt the merchant sailors, and such actions
have resulted in a few quarrels and fights in the past.

8
Fishermen
Male human Com2: CR 1; Medium-size humanoid; HD 2d4; hp
5; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +1
melee (1d4/crit 19-20, dagger); AL usually N; SV Fort +0, Ref
+0, Will +0; Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10.
Languages: Common.
Skills: Balance +1, Climb +2, Craft (netmaker) +3, Profession
(fisher) +5, Spot +2, Swim +2, Use Rope +3.
Feats: Skill Focus (Craft (netmaker)), Skill Focus (Profession
(fisher)).
Possessions: dagger, clothing, shoes, 1d6 sp (3 lbs.).
Frequency Of Presence: 30%
Number Appearing: 1d4+2
Time Of Day For Appearance: Usually during the evening.
Description: These fishermen are well dressed in clean but simple
clothing and appear to have some fair degree of success in their
trade. Often they can be found sitting in a more isolated area of
the mess hall, eating quietly and discussing business. Their skin
is brown from the many years under the sun and most have hair
that is white or peppered with gray.
Personality: These fishermen want no trouble and avoid any if
possible. They appear to be more sophisticated in mannerisms
and most are of middle age.
Information And Interactions: These are not the more common,
inexperienced fishermen but rather the more successful variety
who have earned enough fortune from their trade to afford to
eat such lavish meals. Typically these gentlemen are a bit moreclean cut than the sailors and it is rare to see one in the mess
hall who has not cleaned him self up after work first. Usually
these fishermen or not the immediate locals but rather ones
who have sailed up the coast for a few days and are wishing to
get a rather good meal in before heading back down the coastline.
Traveling Merchant
Male human Exp 3: CR 2; Medium-size humanoid; HD 3d6; hp
10; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +2
melee (1d4/crit 19-20, dagger); AL usually LN or N; SV Fort
+1, Ref +1, Will +3; Str 10, Dex 11, Con 11, Int 12, Wis 10,
Cha 11.
Languages: Common and three other languages.
Skills: Balance +1, Climb +1, Appraise +8, Bluff +8, Diplomacy
+8, Gather Information +5, Knowledge (geography) +4,
Knowledge (politics) +4, Profession (merchant) +8, Profession
(sailor) +3, Sense Motive +5, Speak Language (2), Swim +1.
Feats: Skill Focus (Appraise), Skill Focus (Bluff), Skill Focus
(Profession (merchant)).
Possessions: dagger, clothing, shoes, 2d4 gp (3 lbs.).

Frequency Of Presence: 50%


Number Appearing: 1d8+2
Time Of Day For Appearance: During all parts of the day and
evening
Description: Though usually trying to keep a low profile, it's
painfully obvious that these individuals are of considerable
wealth and sophistication. They have only a mild tan from their
exposure to the elements and a good inspection of their hands
would show few signs of labor. Likewise, though dressing in
clothing that's a bit more simple than what they are normally
used to wearing, the outfits that these merchants are wearing
show signs of better craftsmanship and are unusually clean and
free of patches.
Personality: These merchants have no desire for trouble and likewise hold little interest for socializing with anyone outside of
their small circle. They are usually here simply because the
famed reputation of the mess hall's meals and perhaps to see an
entertainer perform. If approached they can be very cautious or
snobbish, depending on how threatening they find their
acquaintances to be. Still though, it's often the thrill of such
merchants to return home and brag to others in their circle
about how they "hung out with pirates".
Information And Interactions: These individuals keep to themselves
and prefer if others do likewise. Sometimes they are taunted by
the more unsavory of the sailors but do their best to ignore
such actions. It's likely that these gentlemen are carrying a bit
more wealth than most in the mess hall.
Shop Owners
Male human Exp 3: CR 2; Medium-size humanoid; HD 3d6; hp
10; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +2
melee (1d4/crit 19-20, dagger); AL usually LN or N; SV Fort
+1, Ref +1, Will +3; Str 10, Dex 11, Con 11, Int 12, Wis 10,
Cha 11.
Languages: Common and two other languages.
Skills: Appraise +7, Bluff +8, Craft +6, Diplomacy +10,
Gather Information +4, Knowledge (local) +7, Knowledge
(politics) +4, Profession (merchant) +8, Speak Language (1),
Sense Motive +5, Swim +1.
Feats: Skill Focus (Bluff), Skill Focus (Craft), Skill Focus
(Profession (merchant)).
Possessions: dagger, clothing, shoes, 2d4 sp (3 lbs.).
Frequency Of Presence: 30%
Number Appearing: 1d4+2
Time Of Day For Appearance: During all parts of the day and
evening

9
Description: These are the local shop owners who have taken up
to eating at the mess hall once in awhile. Having dealt with
rough sailors and pirates quite often, they pay no mind to the
ways of the rougher customers and can often found eating
closely amongst many of them, discussing trade business and
likewise. Usually these shop owners are of nice attire though
somewhat casual, and have skin that is fair and lacking in tan.
Personality: Though these shop owners aren't out seeking trouble, they aren't quite as shy as many of the other "better to do"
folk that visit the mess hall. They've seen their share of rough
customers in the past themselves, and as such they know how
to properly handle them.
Information And Interactions: Most shop owners earn enough to
afford a few good meals from the mess hall a day but are truthfully much too conservative to make eating here a habit.
Normally they are found eating here every so often, particularly when the harbor has been doing a lot of business. Unlike the
traveling merchants, these shop owners carry very little with
them and as such pretty much know exactly how much they'll
be spending at the mess hall beforehand.

Items Sold

Appetizers:
Clam Chowder
Vegetable Beef Stew
Chicken Soup
Turtle Soup
Patches' Salad
Beet Pickled Eggs
1cp
Buttered Beets
Clam Strips In Wine Sauce 2sp

Price:
5cp
8cp
3cp
2sp
2cp
3cp

Main Courses:
Steak And Kidney Pie
Steak
Lamb Chops
Roast Mutton
Pork Chops
Flounder And Shrimp
Shrimp Basket
Crab Legs
Boiled Crayfish
Cornish Hen

7sp
7sp
7sp
7sp
7sp
7sp
7sp
7sp
7sp
7sp

Breakfast Courses:
Egg Plate
Commoner's Breakfast
Farmer's Plate
Early Pirate's Delight

3sp
1sp
4sp
5sp

Desserts:
Baked Apple
Sugar Cookies
Spice Cake
Drinks:
Hot Tea, cup
Fruit Juice, mug
Hog Snout Ale , mug
Deep Forest Stout, mug
Stripey Breeches Port, pitcher
Royal Tatters Port, pitcher 3sp
Regal Vineyard Grove wine, bottle

8cp
4cp
1sp

2cp
2cp
5cp
8cp
2sp
10gp

See the mess hall menu for additional information about these
products.

The Harbor Side Mess Hall Menu


"Welcome to The Harbor Side Mess Hall, where we are
eager to please your cravings for both in land gourmet as
well as the more local flavor. Feel free to take some time
to select your meal and holler at one of our delightfully
saucy wenches when you are ready to order your meal. If
you are in a particularly hungry mood, we suggest ordering an appetizer to keep your cravings satisfied as our
main courses take time and effort to cook to satisfaction."

Appetizers:
Hungry right now and don't wish to wait for your main course
and side dishes? Then try one of our famous appetizers. Prices
for each appetizer vary and are listed with the selections.
Available Choices:
Clam Chowder: This is not just any clam chowder that you're
likely to find up and down the coast, our clam chowder is practically a work of art. From his great many years as a shipboard
cook, Patches has collected many a recipe on this seaside
delight and from these various offerings, he has formulated
what is perhaps the finest clam chowder to be found. Smooth
and creamy, our chowder also offers hearty chunks of tender,
flavorful clam to delight your tastebuds. Price: 5cp
Vegetable Beef Stew: Whether ye mates will admit to it or not,
you were once all land lubbers just like the rest of us. Relieve
those days with our hearty bowl of vegetable beef stew.
Chunky bits of vegetable and generous hearty tips of beef
swim in a simmering, flavorful stew. Almost a meal in itself, you
might want to go easy on this one or you'll likely spoil your
cravings for the main course. Price: 8cp

10
Chicken Soup: If you're feeling a bit under the weather or you
just miss that great soup that your mother usta make, try
Patches' famous homestyle chicken soup. Price: 3cp
Turtle Soup: A favorite amongst the sailors who have enjoyed
this delightful appetizer on their various voyages to the lands in
the exotic east. Savor the seven varieties of meat that our gourmet friend the turtle has to offer. Price: 2sp
Patches' Salad: Want something a bit fresh and delightful for
your appetizer? Try Patches' own special salad. This crisp salad
features tender wild greens, crisp red onions, peppers, diced
garlic, slices of orange, and is covered in a tangy malt vinegar
and oil dressing that has just a hint of lemon. Price: 2cp
Beet Pickled Eggs: Purple to perfection, three well aged pickled
eggs served with a generous slab of beet. Price: 1cp
Buttered Beets: A local inland favorite! Slow boiled beets
smothered in creamy, drawn butter. Price: 3cp
Clam Strips In Wine Sauce: Want a little something fancier for
an appetizer? Try our delicious clam strips in a savory garlic and
wine sauce. Price: 2sp
Main Courses:
All main course are served with hot rolls, buns, or toast and
come with three side dishes. You may select your chosen side
dishes from the following list: boiled turnips, wild greens with
our famous vinegar sauce, baked apples smothered in brown
sugar, boiled tender carrots, baked butternut squash with a buttery sugar sauce, tender new potatoes, deep fried chips, or sauted mushrooms and onions.
All main courses cost 7sp each and come with one serving of
ale, mead, wine, or hot tea. Free refills of drinking water are
available upon request, just motion to the wench with the water
pitcher. Yes dearest, the cost is a bit high, but isn't it worth it to
have something a bit more than a bit of hardtack and some
dried out slab of cured meat? Trust me mates, you won't be eating this good at the inn!
Available Choices:
Steak And Kidney Pie: Try a heaping hunk of our delicious
steak and kidney pie. Slow baked for perfection, this beauty is
stuffed with mushrooms, peas, carrots, and onions. A popular
favorite with our sailor lads who hail from the northern shores!
Steak: Nearly 12 ounces of prime cut beef, served in a rich
gravy with onions and mushrooms. Your choice of cooking,
though we personally recommend medium rare. After all, it's

been months since you had a nice, juicy slab of cow isn't it,
matey?
Lamb Chops: Ahh, young lamb, freshly killed before it could
have a chance to become mutton and it's delicate little chops
served up for your carnivorous pleasure! Hungry yet? Served in
a special wine and herb sauce that would delight both distinguished gentlemen and drooling sharks alike. This one is well
worth the journey across the high seas in your search for the
treasure of decent food!
Roast Mutton: Okay, so maybe you're more into the taste of
mutton after all. Try our slow roasted mutton, tender as any little lamb but with the appropriate bit of age and flavor that only
good mutton could hope to offer. Though you'll surely want to
devour into this delight, take some time to enjoy the rich flavor
of our specially blended bastings.
Pork Chops: Ahh yes, pork chops! What tired, hungry sailor
could turn down a good pork chop? Ours are slow cooked for
delicate perfection.
Flounder And Shrimp: After all those miles and miles of nothing but water and you still want seafood? Hey, with quality
flounder as this, we can hardly blame you! Hearty flounder,
baked or grilled over a roaring fire of fine hickory logs, and
served with a special blend of lemon pepper and other savory
herbs. Included with each scrumptious side of flounder are half
a dozen of our largest, savory grilled shrimp.
Shrimp Basket: Oh, a shellfish lover are ye? Patches is too and
he highly recommends the shrimp basket. Twenty one pieces of
the largest shrimp that any hungry pirate could ever hope to
encounter along with Patches' secret cocktail sauce. We recommend the chips as a choice side dish for this one!
Crab Legs: A basketful of delicious crab legs, served with a cup
of drawn garlic butter. Mallet included, what more could you
ask for?
Boiled Crayfish: A basket of two dozen delicious crayfish, seasoned with Patches' secret formula of bold, flavorful spices.
Also included is a cup of drawn garlic butter.
Cornish Hen: A whole, stuffed cornish hen all for your own
greedy enjoyment. Gluttony at it's finest? we think so! Our cornish hens are stuffed with the finest bread and herb dressing
and baked to perfection.
Breakfast Courses:
Our breakfast meals are served only in the mornings until the

11
sun hits the middle of the sky. Not sure when this is, grab your
navigator and he'll tell you! Each breakfast is served with a cup
of hot tea. Prices vary per meal.
Available Choices:
Egg Plate: A plate of three eggs served your way with a slab of
sugar cured pork and toasted buns. A heaping serving of butter is included. Price: 3sp
Commoner's Breakfast: Two generous slices of toasted bread
with butter and fruit jelly (choose from wild meadow strawberry or mango), and one boiled egg. Price: 1sp
Farmer's Plate: One generous slab of steak, cooked up medium
to well done, with two eggs served to your desire and a generous slice of buttered bread and fruit jelly (choose from wild
meadow strawberry or mango). Price: 4sp
Early Pirate's Delight: Our grand breakfast for seafood lovers.
Six large boiled shrimp with two eggs served your way, two generous slices of buttered bread and fruit jelly (choose from wild
meadow strawberry or mango) and a mug of fresh juice. Price:
5sp.
Desserts:
Want a little something sweet after dinner? Try one of our various desserts! Prices vary from item to item.
Available Choices:
Baked Apple: If you have a taste for something particularly satisfying at the end of your meal, try one of our baked apples.
Each apple is carefully cored out and stuffed with butter, brown
sugar, and a hint of cinnamon just before baking. Price: 8cp
Sugar Cookies: We are not talking those crusty old stale things
that the girls would bring aboard the ship to ya, matey! A half
dozen sugar cookies, freshly baked and coming to you warm
straight from the kitchen. Price: 4cp
Spice Cake: A generous slab of Patches' special spice cake, with
no ingredient spared. Note the deep flavor of exotic clove and
cinnamon. Price: 1sp
Drinks:
Though all our meals come complete with a single serving,
we're sure that you're thirst will be wanting more. Prices vary
from drink to drink.
Note: With the meals, Hog Snout Ale and Stripey Breeches Port
are the standard available inclusions. The included amount of
Stripey Breeches is by the mug, not by the pitcher.

Available Choices:
Hot Tea: Our very popular, non-intoxicating beverage. Our hot
tea is served with just a hint of lemon upon request. Price: 2cp
a cup.
Fruit Juice: A generous mug of freshly squeezed juice.
Selections vary from season to season, with mango, pineapple,
orange, and apple being the most commonly available. Price:
2cp a mug.
Hog Snout Ale: Hog Snout Ale is a locally brewed ale, and is
noted for it's light yet refreshing taste and body. A popular standard amongst many of our customers. Price: 5cp a mug.
Deep Forest Stout: A dinstinctive stout, imported by some of
our more loyal sailor patrons from the northern shores. Price:
8cp a mug.
Stripey Breeches Port: A popular port wine amongst the sailors,
mildly fortified but full in flavor. Price: 2sp a pitcher.
Royal Tatters Port: A sweet yet full port wine. This deep red
port is well fortified with brandy and is quite popular amonst
the northern coastline. Price: 3sp a pitcher.
Regal Vineyard Grove: A marvelous white wine, well aged and
delightful in character with just a moderate hint of bubbliness.
Price: 10gp a bottle.

III. Mens Chamber Room


This is a fairly nice "refresher up" area that features a cermanic chamber pot and a standing water basin with a largish, clean wiping towel. Next to the chamber pot is a basket of fresh tree leaves. While this area was supposedly to
be for the "gentlemen" only, it seems that a few women,
possibly employees of the establishment, have made their
way into these private chambers. Such evidence is the
crudely scrawled names of various females of the community, and what their various novelties regarding the
matters of assorted sporting activities happens to involve.

The men's chamber area is where one can "freshen or


relieve one's self". It is quite often occupied so don't be too surprised if there is a small line.
Interior Wood Door (to location 2): Thickness 1 in.; Hardness 4;
Break DC 13 (when barred); hp 10; Open Lock (DC 18, when
barred). This door does not have a lock but may be barred shut
with a wooden board from area 3.

12
IV. Womens Chamber Room
This is a marvelous area where the women, mostly
employees, can relive one's self or freshen up. While it was
supposed to be for the ladies only, it seems that a few
sailors must have snuck past such social barriers in the
evenings gone by as there is several scrawled out bits of
naughty poetry that could have only been written by a
man's handwriting.
The chamber pot in this area is quite clean and there is a
nice water basin along with a large, communal towel for
washing one's hands up with. In addition, a small basket
of fresh leaves sits by the chamber pot and Wanda recently added a small shelf that has a few folded pages of
parchment containing assorted bits of love poetry.

The women's chamber is a place where one can "freshen


up". It is seldom occupied as this room is mostly for the female
employees of the mess hall.
Interior Wood Door (to location 2): Thickness 1 in.; Hardness 4;
Break DC 13 (when barred); hp 10; Open Lock (DC 18, when
barred). This door does not have a lock but may be barred shut
with a wooden board from area 3.

V. Entertainment Room
This is a marvelous area where the women, mostly
employees, can relive one's self or freshen up. While it was
supposed to be for the ladies only, it seems that a few
sailors must have snuck past such social barriers in the
evenings gone by as there is several scrawled out bits of
naughty poetry that could have only been written by a
man's handwriting.
The chamber pot in this area is quite clean and there is a
nice water basin along with a large, communal towel for
washing one's hands up with. In addition, a small basket
of fresh leaves sits by the chamber pot and Wanda recently added a small shelf that has a few folded pages of
parchment containing assorted bits of love poetry.
As he finds the addition of mellow performers to bring in
more business and calm some of his more rowdy customers,
Patches typically has a hired on musician or bard play and sing
on and off from morning to evening. No particular performer
is permanent, though most usually stay upwards of a week or

more and many of these have returned time and time again to
provide entertainment for the customers of the mess hall.
T he contents of the room are quite lavish indeed, and even
the wooden stools that the audience members sit on have seats
of padded leather. Patches wanted to make this area particularly special, and has spared no expense in doing so. Though the
west door has been up since the mess hall opened, the north
door was added recently to allow the customers to enter or exit
the room with minimal distraction. As this area is rather well
kept and for the purposes of providing a bit of song, there is
no food or drink allowed other than water or hot tea.
Interior Wood Door (west, to location 2): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a wooden board from area 5.
Interior Wood Door (north, to location 2): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a wooden board from area 5.

Treasure!
The rug is worth 250gp and each of the two tapestries will
easily bring 200gp each on the market. The dozen stools,
due to their fine construction, are worth 3gp each and the
specially made performer's chair could bring 50gp.

NPC Statistics

Entertainers:
Patches takes delight in the performers and pays each 2gp
a day to perform plus free meals and drink. The performers are
also allowed to take in any tips that they might receive, and it's
not uncommon to see particularly good performers bring in as
much as 10gp or more in such tips a day working at the mess
hall.
Though the mess hall sees many entertainers throughout
the year, there are a small handful of these folk who keep coming back again and again. There is a good chance (70%) that one
of the following entertainers is performing at the hall.
Wilky Tassletune
Male human Brd4: CR 4; Medium-size humanoid (5 ft. 9 in.);
HD 4d6+4; hp 18; Init +1 (Dex); Spd 30 ft.; AC 12 (touch 11,
flat-footed 11); Atk +4 melee (1d4/crit 19-20, masterwork dagger), or +5 ranged (1d4+1, +1 sling); SQ Bardic knowledge
(+4), bardic music; AL NG; SV Fort +2, Ref +5, Will +5; Str
11, Dex 12, Con 12, Int 10, Wis 12, Cha 15.

13
Languages: Common, Aquan.
Skills: Balance +2, Bluff +6 (4 + 2), Climb +2 (2),
Concentration +2 (1 + 1), Diplomacy +4 (2 + 2), Gather
Information +3 (1 + 2), Knowledge (local) +5, Knowledge
(arcana) +4, Perform +11 (+13 with hurdy-gurdy) (7 + 2 + 2),
Profession (sailor) +2 (1 + 1), Sense Motive +3 (2 + 1), Speak
Language (1), Swim +2*, Use Magic Device+4 (2 + 2).
Feats: Point Blank Shot, Skill Focus (Perform), Skill Focus
(Knowledge (local)).
Performance Forms: comedy, dance, play hurdy-gurdy, play
recorder, play mandolin, sing, storytelling.
Special Qualities: Bardic music: inspire courage, countersong, fascinate, inspire competence.
Bard Spells Known: (3/3/1 per day, base saving throw 12 + spell
level) 0-dancing lights, detect magic, ghost sound, mage hand,
prestidigitation, read magic; 1st-charm person, hypnotism, ventriloquism; 2nd-enthrall, minor image.
Possessions: hurdy-gurdy (masterwork, +2 to Perform checks),
padded shirt, dagger (masterwork, jeweled with amethyst, 410
gp), +1 sling, sable pouch: 12 bullets and 3 silver bullets, potion
of love, scroll of mirror image, gold necklace and medallion
(rose quartz inset, 350 gp), 2 gold earrings (50 gp each), gold
ring (dark ruby inset, 800 gp), fine clothing, fine shoes, pouch:
36 gp (13 lbs., -2 Swim).
Description: A brightly dressed man in his late twenties, Wilky
Tassletune is starting to show the signs of getting a bit plump
and doesn't appear to be the slightest bit worried about it. Wilky
keeps a warm, friendly glow about his face, which is from a
combination of genuine happiness and a certain appreciation
for fine alcohol. His blonde brown hair is thick and slightly
wavy at the edges, and Wilky occasionally wears a moustache
and bits of jewelry.
Personality: Wilky is a lover of life and happiness, which probably explains why he left the trade of adventuring during the
early height of such a career. He stumbled upon the mess hall
just after returning home from his last voyage and has long
since become a regular performer. Wilky is not a particularly
greedy man but he has a love for fine clothes, delicious food,
and good drink. He also likes gold jewelry with large, impressive stones, and constantly has his hurdy gurdy checked out and
worked on as to keep it in quality working order. As such, Wilky
is either constantly performing at the entertainment hall or on
the road seeking other venues.
Wilky is a writer of delightful, often silly songs. His most
popular is about a group of dancing chickens who perform in
the throne room of a wealthy and normally sophisticated king.
Information And Interactions: Wilky lives in a small community that
is just five miles away from the mess hall. As such, he normally

See Possessions for weight penalty.

travels back and forth from his small cottage when playing at
the mess hall. When doing so, Wilky rides on the back of his
trustworthy mare, Martha (light horse). Wilky is an unmarried
man who's a bit smitten by Filthy Wanda. Though currently
Wanda loves little more than Wilky's money, the bard hopes to
one day make Filthy Wanda his wife.
Tara Oceanstorm
Female human Brd2: CR 2; Medium-size humanoid (5 ft. 10
in.); HD 2d6; hp 7; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11,
flat-footed 10); Atk +2 melee (1d6, shillelagh), or +2 ranged
(1d4, sling); SQ Bardic knowledge (+3), bardic music; AL NG;
SV Fort +0, Ref +4, Will +4; Str 10, Dex 12, Con 10, Int 12,
Wis 12, Cha 17.
Languages: Common, Celestial, Elven, Sylvan.
Skills: Appraise +2 (1 + 1), Concentration +3, Craft (wire jewelry) +2 (1 + 1), Diplomacy +5 (2 + 3), Gather Information +5 (2
+ 3), Knowledge (local) +3 (2 + 1), Knowledge (sea lore) +3 (2
+ 1), Listen +3 (2 + 1), Perform +8 (5 + 3), Sense Motive +6 (3
+ 1 + 2), Speak Language (2), Spellcraft +3 (2 + 1), Swim +3*.
Feats: Alertness, Skill Focus (Sense Motive). *See Possessions
for weight penalty.
Performance Forms: dance, play lute, play harp, sing, storytelling.
Special Qualities: Bardic music: inspire courage, countersong, fascinate.
Bard Spells Known: (3/1 per day, base saving throw 13 + spell
level) 0-dancing lights, daze, detect magic, flare, light; 1st-silent
image, ventriloquism.
Possessions: lute (masterwork, +2 to Perform checks), shillelagh
(masterwork), sling, pouch: 14 bullets, quartz amulet with gold
wire (50 gp), gold & bead necklaces (2, ivory, tiger eye, and
agate beads, 100 gp each), fine clothing, shoes, pouch: 12 gp (10
lbs., -2 Swim).
Description: Tara Oceanstorm is a bit tall for most human
women, standing just above five foot, ten inches. She has long
blonde brown hair and stunning green eyes. Her face and figure
are both quite attractive, and Tara has a strong "natural beauty"
about her. She common dresses in a deep shade of orange,
embroidered tunic with brown tunics and has an embroidered
vest of brownish tan suede. Tara wears necklaces that are composed of wrought gold and various engraved beads of ivory,
tiger's eye, and agate. Also around her neck is a decent sized
rock crystal suspended by a wrapping of gold and attached to a
leather cord. Tara can often be found with her lute in hand,
playing away and singing.
Personality: Tara is calm, pleasant, and of a gentle, refined nature.
She also seems to be somewhat of a lover of nature, and many

14
of her songs deal with natural elements or emotions. Due to
her simple beauty and pleasant voice, she is a favorite amongst
most of the sailors, who tend to fill her tip jar up to an over
flowing level whenever Tara performs at the mess hall.
Information And Interactions: Tara served as a bard for a small
party of adventurers for a short amount of time. While the few
adventures that she went on brought her a comfortable living,
Tara did not care very much for the violence involved. Tara lives
forty miles away from the mess hall and usually takes passage
on a ship when traveling to or from her performances.
Olga Hammerstone
Female dwarf Exp4: CR 3; Medium-size humanoid (4 ft. 2 in.);
HD 4d6+8; hp 22; Init +0; Spd 20 ft.; AC 13 (touch 10, flatfooted 13); Atk +4 melee (+3 base) (1d6, masterwork light
mace); SQ dwarven traits; AL LG; SV Fort +3, Ref +1, Will
+5; Str 11, Dex 10, Con 14, Int 12, Wis 13, Cha 15.
Languages: Common, Dwarf, Undercommon.
Skills: 49 ranks 2; Diplomacy +10 (6 + 2 + 2 Sense Motive),
Craft (harp making) +8 (7 + 1), Craft (hairstyling) +4 (3 + 1),
Gather Information +5 (3 + 2), Knowledge (dwarf history)
+10 (7 + 1 + 2), Knowledge (nature) +6 (5 + 1), Perform +11
(7 + 2 + 2), Sense Motive +8 (7 + 1), Speak Language (1), Use
Magic Device +5 (3 + 2). Feats: Skill Focus (Knowledge (dwarf
history)), Skill Focus (Perform).
Performance Forms: ballad, chant, dance, epic, play harp, sing, storytelling.
Dwarven Traits: Darkvision 60 ft., stonecunning (+2 to notice
unusual stonework, Search for stone traps, estimate depth
underground), +2 vs. poisons, +2 vs. spells and spell-like abilities, +1 to attack roll against goblinoids and orcs, +4 dodge
bonus vs. giants, +2 to Appraise and Craft stone and metal.
Possessions: lap harp (masterwork, +2 to Perform checks), dress
(masterwork studded leather), light mace (masterwork), silver
dagger, (clear crystal inset +50 gp), scribe's kit, wand of levitate
(46 charges), gold torc (boars head ends, garnet inset, 400 gp),
gold ring (20 gp), clothing, boots. (36 lbs., -7 Swim).
Gretchen, female pony: CR 3; Medium-size animal; HD 2d6+4; hp
15; Init +1 (Dex); Spd 40 ft.; AC 13 (touch 11, flat-footed 12);
Atk +2 melee (1d3+1, 2 hooves); SQ Scent; AL N; SV Fort +5,
Ref +4, Will +1; Str 13, Dex 13, Con 14, Int 3, Wis 12, Cha 5.
Description: Olga is a stout dwarven woman with long, braided
hair and an outfit that almost appears to be half dress, half
armor. She is long and deep in voice, but is able to change
octaves with uncanny accuracy and the simplest of ease.
Though not particularly attractive to most human males, dwarven sailors flock to her and are quick to fill up her tip jar.
Personality: Olga is a lover of her culture, especially when it
comes to the dwarven epic ballads. She can often be heard even

out in the mess hall when singing one of these great many
songs.
When not singing, Olga is a bit quiet though polite, and
mostly keeps to herself. Though humans and dwarves alike
appreciate her music, Olga sometimes feels out of place wherever she goes to sing.
Information And Interactions: Though probably not very well
known in the human circles, Olga is actually somewhat famous
amongst the dwarves. She has performed her singing in many
mountain halls and has earned quite a few followers and hopeful students. She lives in the heart of a mountain that is over a
week's journey inland. When traveling back and forth to the
mess hall, Olga earns additional wages performing at several
taverns and inns along the way. She keeps her pony, Gretchen,
tied up behind the building. While such travels would normally
be dangerous for a lone, female dwarf, Olga is most often invited to join the company of passing merchants and so forth.

VI. Patches Private Quarters


This is the private quarters of Patches McReily. In here he
is able to sleep, keep track of his notes, or just get away
from things when he feels the need.
There is a comfortable bed here, and a clean chamber pot
for personal use. Likewise, a small desk and chair sits next
to a locked treasure chest, and hanging on the wall is a
wooden wash basin that used for bathing in. Sitting on the
desk is an oil lamp and above the desk hangs an old, valuable painting of the famous pirate, Captain Edward
Daggervaine. His clothes hang in a standing cabinet, and
a few extra pairs of boots and shoes stored away neatly
under his bed.
Though having no windows, this room is still inviting and
cozy and has a warm fireplace that rests in the west wall.
Likewise, there is a door to the south and to the east.
Though Patches still considers this home and is quite
happy with the room itself, despite its smallish size, he's growing more and more discontent with living in center of the hustle and bustle of the business. If one makes a close enough
observation (DC: 12), they can find minute notes and lines
scrawled on the wall, indicating that Patches may be planning to
make changes to the building. Actually this observation is quite
true. Patches is wanting to build a second story dwelling over a
portion of the building, and turn his current room into a study
and stairwell entry for the new living quarters.
As he keeps his wealth tucked away in this area, Patches
keeps a suspicious eye on those who linger to close to the south

15
door of his chambers. The east area door is of less concern, as
it leads into the kitchen and Patches usually keeps it boarded up
as it is.
Interior Wood Door (west, to location 7): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a wooden board from area 6. Usually this door
remains barred as Patches only uses it to go in and out of the
kitchen at night.
Interior Wood Door (south, to location 2): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a wooden board from area 6. Patches keeps an
eye on this door, and instructs his bouncers to do so likewise.

Treasure!
Inside the locked treasure chest (Good, DC: 30) is the
wealth that Patches has managed to amass for himself.
There are several sacks of coins, equaling a total of 350
cp, 200sp, 850 gp, and 100pp. In addition, Patches has the
following gems in a cloth sack resting on top of the coin
bags: 5 emeralds worth 2,000gp each, 4 black pearls worth
500gp each, 10 white pearls worth 200gp each, 15 chunks
of red coral worth 250gp each, and 3 garnets worth 100gp
each. In addition to the treasure in the chest, the painting
on the wall is worth 150gp.

NPC Statistics
Patches McReily
Male human Com1/Exp7: CR 7; Medium-size humanoid (6 ft.
4 in.); HD 1d4+1 plus 7d6+7 plus 3; hp 40; Init +0; Spd 30 ft.;
AC 11 (touch 10, flat-footed 11); Atk +8 melee (+5 base + 2
Str + 1 enhancement) (1d6 +3/crit 18-20, +1 scimitar), or +6
ranged (1d8/crti 19-20, masterwork light crossbow); AL NG;
SV Fort +3, Ref +2, Will +6; Str 14, Dex 11, Con 12, Int 13,
Wis 13, Cha 12.
Languages: Common, Aquan.
Skills: Balance +3 (2 Com + 4 Exp), Climb +8 (+10 ropes) (3
Com + 3 Exp + 2), Craft (cook) +10 (9 Exp +1), Diplomacy +2
(1 (2) + 1), Knowledge (local) +9 (8 Exp + 1), Knowledge (sea
lore) +11 (10 Exp + 1), Profession (sailor) +8 (4 Com + 3 Exp
+ 1), Profession (taverner) +12 (9 Exp + 1 + 2), Sense Motive +2
(1 (2) + 1), Spot +3 (2 +1), Swim +7 (2 Com + 3 Exp + 2), Use
Rope +6 (3 Com + 3 Exp).
Feats: Endurance, Martial Weapon Proficiency (Scimitar), Skill
Focus (Profession (taverner)), Toughness.

Notes: Patches is "Middle Aged" according to the PHB Table 65:Aging Effects.
Possessions: +1 scimitar (jeweled with sapphires, +1000 gp), +1
amulet of natural armor (silver, shaped like a map compass
wheel), clothing, shoes (7 lbs., -1 Swim). Patches doesn't carry
it, but he has a masterwork light crossbow and 30 bolts stowed
where he can get them if need arises.
Description: Patches is a tall, broad shouldered man who's six
feet, four inches in height and weighs 280 lbs. His right eye is
missing, and there a few front teeth gone as well. He has
numerous scars on the top of his balding head and terrible gash
of a scar that runs down the right side of his face. In addition,
Patches bears the tattoos of half a dozen ships, and his skin is
a deep reddish brown from all the years of being blistered by
the sun and beaten by the wind.
Personality: Patches is a man who is both kindly and cautious,
stern yet friendly. He believes in helping others but he is also a
man who believes that a little hard work never killed anyone.
Patches knows that some folk need a little help getting on their
feet financially and as such pays his workers a wage that is probably much greater than the typical earnings of their social class.
In exchange, he demands their effort on the job, as the employees of the mess hall are expected to show that they are worth
the money that they have earned. While Big Frederick and the
errand boys probably eat the best out of all the workers,
Patches also believes in keeping his workers well fed in order
for them to be energetic. They are encouraged to help themselves to some rolls, soup, and water if they desire and during
the colder times of the year Patches keeps a few extra kettles
going for hot tea for his workers. He allows the bouncers and
the wenches a pint of ale or a goblet of port wine a day if they
must indulge in such things, but he has no tolerance for drunken employees.
Lately Patches has been growing restless and nervous acting, and a good deal of this can be attributed to the constant
crowd that he must bear being surrounded by at all times. As a
result, Patches is considering plans to build a more private
dwelling above the mess hall, so he can get away and not have
to deal with the steady flow of sailors and hungry patrons day
in and day out. Though he once enjoyed leading up the kitchen,
Patches now leaves all of that to the wash women and the
cooks, and if he can help it he prefers to spend his day away
from the business or hiding out in the entertainment room.
Information And Interactions: Patches is the owner of the establishment, and has a high degree of respect in the community.
He has brought back a sense of life and prosperity to an otherwise abandoned area of the harbor community and for such
reasons, Patches has gained many an ally.

16
VII. Kitchen
This area is full of activity as cooks, wenches, errand boys,
and wash women scurry about with their duties. Quite
long in size, the kitchen features to large ovens and several tables that serve as workstations. Five cooks work here
along with three wash women and six errand boys. The
cooks prepare the meals when the wenches bring in the
orders while the wash women keep the plates, bowls,
drinking vessels, and utensils cleaned up for the next batch
of customers. The errand boys fetch water from the well
or scurry to the nearby markets to retrieve baskets of
meat, eggs, fruits, vegetables, or flour should the cooks
ever run low on ingredients. The room is usually rather
hot due to the ovens, and as such the windows that sit in
the north wall have no glass but do have wooden shutters
in case of weather.
Lining the east, west, and south walls are shelves and
wooden cabinets full of ingredients, spices, and spare
utensils, plates, bowls, mugs, pitchers, and other items. In
order to help keep accidental run ins down, there are two
south doors leading to the main hall. Also there is a door
to the west and a door to the east. Due to the constant
flow of errand boys scurrying in and out of the east door,
it seems that this must room must be of some sort of
business importance. The door to the west is barred from
the other side, and seems like it must be seldom used.

The kitchen is very noise and full of constant activity.


While this is a sign of progress and good business, it can also
be nerve wracking at times for Patches who's starting to get the
feeling that he would like to get away from it all for a bit. As he
has a very good staff that's more or less capable of carrying out
business, Patches is considering the thought of doubling up on
the bouncers in case of trouble and then constructing a second
floor where he can spend most of his time in peace and harmony. Though Patches often slips away to the entertainment room
(area 5) for a bit to get away, he still finds himself stuck back in
the kitchen helping out or checking up on things in the main
hall.
This is a place of constant business, and the workers are
constantly going at it. While the errand boys are quite uniform
in description, all being skinny and tattered in appearance, and
the cooks a bit on the mundane, the three wash women are
quite the characters. Often referred to as the "three witches" or
the "gossiping old hens" by the serving wenches, the wash
women have worked for Patches since the day he first opened
and are in many ways his unofficial overseers when it comes to

matters of the business.


Often the cooks and these women can be heard belting out
various songs of the sailors, with quite a few of them on the
saucy and lustful side.
Cooks, 5
Patches often has difficulty keeping a steady supply of
cooks. Though not overwhelmingly strict, the mess hall owner
wants his recipes prepared right and does not put up with those
who want to skimp on ingredients or skip out on quality in
order to prepare the meals faster. Most cooks work for around
six months or so and then leave to pursue other ventures. As
such, the names, faces, and characteristics of all these different
cooks have long since faded in the memories of Patches, the
wenches, and the wash women alike.
It's been often said that Patches should look into hiring the
poor class commoners that he tends to favor and look at some
quality cooks, but Patches seems to find most of the more
trained individuals to be snobbish and bull headed. Patches
would rather pay out the 2sp a day to the cooks with little to no
experience than deal with having a master baker trying to run
the show and tell him how to run his own kitchen.
Cooks
Female human Com2: CR 1; Medium-size humanoid (5 ft. 6
in.); HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 10, flatfooted 10); Atk +1 melee (1d4/crit 19-20, kitchen cutlery); AL
N; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int
10, Wis 11, Cha 10.
Languages: Common.
Skills: Craft (cook) +7 (5 + 2 feat), Knowledge (local) +2 (4), Listen
+1, Profession (farmer) +4 (2 + 2), Swim +3.
Feats: Skill Focus [Craft (cook)], Skill Focus [Profession
(farmer)].
Possessions: clothing, shoes (2 lbs.).
Description: The cooks are usually from the poor side of the harbor community and usually little to nothing about the types of
meals that are to be prepared. As such, Patches often finds himself in the kitchen for the first few days with each cook in an
attempt to explain how to prepare the meals.
Most of the cooks are usually female, in their mid-thirties
to forties, and have a tired look about them. They often show
the signs of exposure to the elements, which leads to the belief
that many probably worked the coastal fields in their younger
days. As they often hold a fondness for hard drink, Patches has
the wash women to keep a watchful eye and make sure that
these cooks are not in the back getting drunk when they should
be working.
Personality: These cooks are usually friendly enough, especially if
they've managed to slip a cup over to the wine barrel. They are

17
poor, simple folk who appreciate the fine wages that Patches
pays but grow easily tired of the strict orders on the preparing
of the food or the constant scolding and jabber of the wash
women. As a result, most of the cooks do not last more than a
half a year or so.
Information And Interactions: Many of these cooks are hardly
more than uneducated commoners with a heavy fondness for
strong drink and the desire to get out of work if they can help
it. While Patches tries to check up on these cooks from time to
time himself, it's the wash women who really keep a grip on any
situation that arises in the kitchen. They find no problem in
informing Patches in regards to who's doing their job and who's
not, and have even been known to "fire" untrustworthy cooks
their own selves.

years at the mess hall, there is no single child in the group who
is past the age of eleven.
Personality: Though quite young, these lads know very well their
lot in life and are thus tend to have a high-degree of gratitude
for Patches. They tend to be quite and polite, and answer questions or orders in an eager, energetic sort of way. Most use their
money to help their family and have been known to save the
coppers for their own fortune one day.
Information And Interaction: The errand boys are dedicated to
helping the mess hall and take time to do little else. Though the
stories of the sailors and the singing in the entertainment room
is of great interest to them, they recognize that their good fortune comes from tending to the needs of the kitchen, and thus
do not eagerly stray from these duties.

Errand Boys, 6
These errand boys are all youngsters from the poor side of
the harbor community. As Patches pays them a silver piece plus
an additional copper or two, these lads are probably making as
much money as any other member in their family, if not more.
Due to such generosity and kindness expressed by Patches
towards the lads, the errand boys are faithful and do their best
to make sure that any needed supplies are gathered at the market and returned to the mess hall in the shortest time possible.
Patches has a particularly soft heart for these kids and
makes sure that cooks fix them anything that the boys might
wish to eat in addition to their wages. Also, should a boy look
particularly sick or clothed in mere tatters, Patches will often
tend to the boy's needs himself, and has been known to supply
quite a few outfits for these lads as well as shoes for their feet.
Though his own lack of a son may be a good part of the reasoning behind Patches' generosity, there's also the simple fact
that these lads have saved the reputation of the mess hall a
great many times. By being able to quickly run to the market
and scurry back with a needed ingredient, there have been many
satisfied customers who would have otherwise raised a great
complaint about their meal. When traveling back and forth to
the market, the errand boys need not to carry any coin. Patches
has a tab set up with most of the market vendors, who drop by
every other evening to settle up.

As the errand boys are quite young, treat them as noncombatants.

Description: Most of these lads are a bit lean and on the pale side.
Usually their hair has seen a comb only a few times in their lives
and unless Patches has recently purchased one the lads new
clothing, their garments are likely to be a bit soiled and patched
up in places. As Patches holds high hopes in the boys being able
to navigate the trails back and forth to the market quickly, he
has made sure that each boy has at least one pair of comfortable shoes. Though all of these lads have served at least two

Wash Women, 3
These ladies have worked for Patches since day one and as
such the wash women kind of have a rule over "the roost".
Dreadful rivals with the serving wenches, they are especially
loathing of Filthy Wanda and all the special attention that she
recieves.
Grelda Orestone
Female human Com3: CR 2; Medium-size humanoid (6 ft.);
HD 3d4+3; hp 11; Init +0; Spd 30 ft.; AC 10 (touch 10, flatfooted 10); Atk +2 melee (1d4/crit 19-20, kitchen cutlery); AL
NG; SV Fort +1, Ref +1, Will +2; Str 12, Dex 10, Con 11, Int
12, Wis 13, Cha 10.
Languages: Common, Aquan.
Skills: Craft (cook) +7 (4 + 1 + 2), Intimidate* +2 (1 (2) + 1),
Knowledge (local) +3 (2 (4) + 1), Listen +3 (2 + 1), Profession
(servant) +8 (5 + 1 + 2), Profession (taverner) +2 (1 + 1), Sense
Motive +3 (2 (4) + 1), Swim +3 (2 + 1).
Feats: Skill Focus [Craft (cook)], Skill Focus [Profession (servant)], Toughness.
* Grelda uses her Strength modifier to calculate her Intimidate
bonus. Italicized skills are cross-class.
Notes: Grelda is "Middle Aged" according to the PHB Table 65:Aging Effects.
Possessions: clothing, silver earrings (5 gp each), bronze arm cuff
(5gp), shoes (2 lbs.).
Description: Grelda is a corn fed, meat and potatoes kind of gal
who's every bit as stout as many man. Standing nearly six feet
tall and carrying a full two hundred pounds of muscle and

Grelda use her Strength modifier to calculate her Intimidate bonus.

18
bone, Grelda has actually helped out the bouncers from time to
time when the sailors have gotten out of control. She has
brownish hair that shows the signs of sun bleaching and a tan
body as Grelda once worked on several fishing boats before settling down to her job in the mess hall. She has a few tattoos on
her upper arms and on her wrists. Mostly these are of roses,
daggers, or nautical themes.
Personality: A course faced woman who seems stern in nature
but has a kindly heart deep down, Grelda is a lady who often
hides her true feelings. Though having a bit of a rough and
unruly life growing up, Grelda is actually a woman of fairly
strict morals, and doesn't take too kindly to drunks or extremely
loose women, especially the mess hall's serving wenches.
Information And Interaction: Grelda is a dedicated worker who has
no intentions of quitting her job. She enjoys the sense of duty
and purpose that herself and the other wash women have in the
mess hall and has often fancied herself as eventually becoming
the general overseer of the kitchen, if not the entire mess hall
altogether. Grelda doesn't find such day dreams to be traitorous
towards Patches in any manner as she has a reasonable amount
of knowledge regarding Patches' growing dissatisfaction with
feeling burdened by his own business. Though openly loyal to
the other two wash women, Grelda would jump at the chance
for more authority in the mess hall, even if it meant "stepping
on a few toes" to obtain such a position.
"Aunt" Henna
Female human Com2: CR 1; Medium-size humanoid (5 ft. 4
in.); HD 2d4; hp 5; Init -1 (Dex); Spd 30 ft.; AC 9 (touch 9, flatfooted 9); Atk -1 melee (1d4/crit 19-20, kitchen cutlery); AL N;
SV Fort +0, Ref -1, Will +0; Str 8, Dex 9, Con 11, Int 14, Wis
10, Cha 10.
Languages: Common, Aquan.
Skills: Craft (cook) +6 (4 + 2), Knowledge (local) +6 (2 (4) + 2 +
2), Listen +7 (5 + 2), Profession (servant) +5, Swim +2 (2).
Feats: Alertness, Skill Focus [Knowledge (local)].
Notes: Henna is "Old" according to PHB Table 6-5: Aging
Effects; her Int was 12 during skill acquisition.
Possessions: clothing, bead necklace (glass, 2 gp), shoes (2 lbs.).
Description: "Aunt" Henna is a woman in her early fifties, with a
round face and a frumpy figure that is mostly concealed in an
old apron and a threadbare frock. Her hair is gray and stringy,
and is usually pulled back into a bun. A bit on the short side,
Henna is five foot, four inches tall and weighs a bit over two
hundred lbs.
Personality: While some people merely tell gossip, Henna seems
to live for such rumors. She's always got some bit of slander to
share, and quite often it's in reference to the latest relationships
that Filthy Wanda and the other wenches are engaged in. She's

a fairly friendly enough woman, but puts on her best scowl


whenever one of the wenches happens to enter the kitchen.
Information And Interactions: While most people know when to
keep their mouths shut, this concept seems to be lost on
"Aunt" Henna. She's nearly found herself in the stocks on several occasions for the charge of slanderous gossip, and it seems
that the dear woman is not about to take heed of her troublesome tongue any time in the near future.
Madelene Soothethorne
Female human Com1: CR 1/2; Medium-size humanoid (5 ft. 6
in.); HD 1d4; hp 3; Init +0; Spd 30 ft.; AC 10 (touch 10, flatfooted 10); Atk +0 melee (1d4/crit 19-20, kitchen cutlery); AL
N; SV Fort +0, Ref +0, Will +1; Str 10, Dex 10, Con 10, Int
10, Wis 9, Cha 13.
Languages: Common.
Skills: Bluff +2 (1 (2) + 1), Craft (cook) +3 (3), Listen +2 (3),
Profession (servant) +4 (2 + 2), Swim +2 (2).
Feats: Iron Will, Skill Focus (Profession (servant)).
Possessions: clothing, bronze earrings (1 gp each), bronze amulet
(1 gp) shoes (2 lbs.).
Description: Madelene is reasonably young of age, having just
turned twenty. She is long, curly blonde hair and moderately
tanned skin. Her features are buxom and attractive, and if it
wasn't for the "guidance" of Grelda and "Aunt" Henna,
Madelene's reputation would be no better than that of serving
wenches. Madelene Soothethorne stands a bit over five feet six
inches and weighs 125lbs.
Personality: Madelene is at best a "repressed" trollop. She has the
spunk of serving wench but is constantly nudged into conforming to the standards of the other wash women. If left
unattended with a man long enough, Madelene will work up a
rather flirtatious and suggestive conversation, only have it
ended by Henna or Grelda dragging her back into the kitchen.
Information And Interactions: Madelene is a bit nave about many
things, and most of her "news of the world" comes from the
gossip shared by the other two wash women.

VIII. Storage Room


This small room contains several chests, crates, barrels,
bins, sacks, and shelves that are full of foodstuffs. Resting
on the east wall above a table that's used to cut up fresh
supplies of meat is a series of racks that the errand boys
use for placing meat and foodstuffs that they gather at the
market. Likewise, there are several extra baskets here,
hanging from a few wooden rods that jut out from the
right corner area of the south wall.

19
This area is used by the workers as a delivery point for
goods coming in from the market. Also there is a great deal of
foodstuffs stored in this location and just outside the door are
sturdy fittings that are use to tie up beasts of burden with. The
entertainers often use these fittings, as do a few merchants.
Exterior Wood Door (Storage To Back Of Building): Thickness 2 in.;
Hardness 4; Break DC 23 (when barred); hp 20; Open Lock
(DC 25, when barred). The door is closed at night, and barred
during storms. The door is barred from the inside (area 8) with
a thick, wooden board. The outside of the door is fitted to hold
a lock (very simple) but this is used only in the few times that
the mess hall is closed due to special reasons or local holidays.
Interior Wood Door (to location 7, east): Thickness 1 in.; Hardness 4;
Break DC 13 (when barred); hp 10; Open Lock (DC 18, when
barred). This door does not have a lock but may be barred shut
with a heavy wooden board from area 7.
Interior Wood Door (to location 2, south): Thickness 1 in.; Hardness
4; Break DC 13 (when barred); hp 10; Open Lock (DC 18,
when barred). This door does not have a lock but may be
barred shut with a heavy wooden board from area 8.

Adventure Hooks
An Evil Twist Twisted:
If an predominantly evil party of adventurers should happen to visit the mess hall a time or two, Hawke will casually
wander up to these individuals and whisper that he would like
to meet with them after hours. Upon meeting up with Hawke,
you learn that he is intending on stealing the great fortune that
he believes Patches owns and is willing to split it fairly if the
PCs will help him take down Patches and any other employees
that may be around. It is Hawke's intentions to commit this
crime after hours, that way he and the party can perform the
crime and slip away with minimum hassle.
If the party agrees and helps Hawke, they will find the
struggle to be fairly easy and the reward great. What they aren't
prepared for, however, is the small pirate gang of eleven members waiting outside for the characters to walk out. These are
Hawke's true allies, and it was Hawke's every intention to use
the characters to assist him and then slaughter then upon the
completion of the job, thus leaving some telltale bodies behind
to help cover the tracks of the pirate gang.
Mad About Saffron:
Patches manages to acquire an old, famous book on exotic cooking and wishes to add several of the recipes to the menu
list. However, in order to do so he needs a reasonable supplier
of saffron that is reliable and somewhat cheap. As the mer-

chants and sailors who visit the harbor rarely have such spice,
saffron is extremely expensive when Patches is able to find
some to purchase. He does happen to know of an island, however, that is a few weeks away and the saffron grows in great
abundance. Normal merchants avoid this island, however, as it
is full of foul, terrible monsters, including the undead.

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
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Seafarer's Handbook Copyright 2001, Fantasy Flight, Inc.
City Guide: Harbor Side Messhall, Copyright 2005, Dark Quest Games.

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