BOUNTY #1: Here Fishy, Fishy—Oh, Fuck
DETAILS: Captain Crinklechip of the great seafaring, treasure hunting ship The Watercarriage has requested temporary crewmembers to join him on a brief expedition. They will set sail out of Arx and go north to where Captain Crinklechip lost many of his crewmates to a large chuul guarding a shipwreck. His goal is to eradicate the threat for his own future ventures and for the community’s safety, then explore the shipwreck, and finally return to shore to relieve the temporary crew he hired.
REWARD: 400 gp and 20 lbs of salted fish.
This chuul has developed a strategy for dealing with interloping ship crews. It hoists itself onto the shipwreck, the section above water, and grabs crewmembers with one of its pincers while beating at the ship with the other. If crew members fall victim to the chuul’s grapple (escape DC 14 (athletics or acrobatics)), they must resist the paralytic poison of its tentacles (DC 13 constitution saving throw).
It will be obvious that the chuul is highly protective of the shipwreck it resides in and will target those closest to the wreck. However, the chuul is also especially interested in magic users and with its Sense Magic trait it will be able to target magic users specifically.
If you succeed in defeating the chuul, the Captain will request your help in the exploration of the shipwreck. In the submerged section of the ship there will be clusters of slimy yellow-green eggs adhered to the walls and floors. On close inspection, you will be able to tell that the eggs are in perfect health and mere days away from hatching (DC 13 nature check).
Beyond the chuul’s nest, in the old captain’s quarters, is the chuul’s hoard of trophies. The armor and weapons of its victims, piles of gold coins, chests of jewelry and fine fabrics, and an alarming quantity of skulls delicately and artistically stacked. The brains are all missing, but you won’t be able to find them. If you have a keen eye, you might also spot a Medallion of Thoughts in a broken drawer (DC 17 investigation check).
In the section of the ship above water there are yet more piles of riches. Entering the room of treasure the floor will give way and drop any invaders into the bowels of the ship unless your instincts prevail (DC 16 dexterity saving throw). The floor below has been made into a pit of spikes using jagged pieces of bone (3d6 piercing damage). Here are the bodies belonging to the stack of skulls.
Claimed by: Avriel Glynwarren & Jakoby Searyn
BOUNTY #2: Partier? I Hardly Even Know Her! Wait…
DETAILS: Lady Flora has requested a committed, kind, but brutally efficient adventurer to go and collect her twin brother, Fauna, from his spiral of debauchery and debasement. He hasn’t been home in weeks and has only been spotted leaving and entering taverns, parties, and people’s residences. He’s squandering his inheritance, says Flora, as well as his intellect and his capabilities. He, in all likelihood, will be inebriated and unwilling, but she has requested his return to their home on the outskirts of Runswick. She insists that he must return in the next three days. She suggests any willing adventurers visit Lord Horcryn’s next party. She’s sure he will be in attendance.
REWARD: 60 gp.
Fauna will be drunk and visibly sick when he is located, but not belligerent. He’ll also be wearing a very small lampshade as a tiara and wielding a silver candlestick. He looks, and acts, like he needs a bracing hug and a meal instead of being strong-armed anywhere.
He’ll offer you a bag of gold to get him food and a new shirt because he is missing his shirt somehow (found on a DC 17 investigation check) and will try and bribe you into leaving him at Horcryn’s party. If you suggest you go and get food, or a shirt, he’ll follow after some persuading (DC 14 persuasion check).
You may take Fauna’s gold as well as the silver candlestick if you’re subtle (DC 16 sleight of hand check). If caught trying to take these things from him, Fauna will become upset and break down into sobs that can only be comforted by a gentle hand (DC 13 persuasion check).
Fauna might begin to sing operatically if there is any lull in the conversation.
He’ll reveal, tearily, that his mother’s funeral is in a few days and he’d been hoping to be drunk through it so he would not have to attend. If you’re so inclined, you can convince him to attend the funeral sober in any number of ways (DC 18 charisma check - either deception, persuasion, or intimidation).
When you reach their home, Flora will be waiting up for him and will pay you. If Fauna has agreed to attend his mother’s funeral, she will also give you a Ring of Swimming that belonged to their mother.
Claimed by: - Leonidas Belgrave & Ione Seseri
Bounty #3: A Runswick Werewolf in Myrefall
DETAILS: Both the Runswick and Myrefall city guard have put out a bounty for a criminal by the name of Blaid Wilkson. Known previously throughout Myrefall as a petty thief and troublemaker, Blaid has had a warrant of arrest issued for his capture many times before. However, the situation has taken a serious turn as now Blaid has fled Runswick and appeared in Myrefall, where he appears to be trying to recruit people into his pack and turning people into werewolves. It is currently unknown just how large his group has grown, but both city guards urge extreme caution when going after Blaid and his pack unless any well-meaning adventurers end up cursed with the same lycanthropy.
REWARD: 700 gp.
After asking around and finding many in Myrefall unhelpful, what can only be a member of the Thieves Guild approaches you and tells you that the werewolves are hiding out in an abandoned home on the outskirts of town. The Thieves Guild does not like competition and wants the werewolves gone. They will give you a common healing potion and a silver dagger.
You will find the gang of werewolves deep within the abandoned house. Several traps have been laid in the halls and if you make too much noise (Failing a DC 14 stealth check) the wolves will be alerted and attack you.
There are three werewolves, one of which seems to be more unsure than the other two. She can be persuaded to abandon the other two and fight alongside you if she feels she can trust you to help her out of the situation (DC 15 persuasion check).
If you are bitten and contract lycanthropy (Failing a DC 12 constitution saving throw), you will have to find a cleric who can cast the Remove Curse spell, or be plagued with this new condition.
If you defeat all the werewolves you will find a small hoard of stolen goods in the back room of the house. The most interesting things that can be found are the Tools of Truth, thieves tools that provide a +1 when a secret is told during lockpicking, and a potion of Animal Friendship.
Claimed by: Mareona Elitihne, Thalra Hylune, Efrain Crayhorn