Page 167 - ghosts-of-saltmarsh
P. 167

Time can be cruel, however. Warfare, corruption,   STYES  ENCOUNTERS
          famine, and natural disaster ruined many who loved the
                                                              d6   Encounte.r
          Island of Pleasures, and as their resources dwindled,
          so did this once-magnificent district. But even as for-  The characters are swarmed by 3d6 urchins (com-
          tune turned and the region rebuilt from devastation, the   moners), who beg for coins and food, offer their
          Island of Pleasures became an unneeded luxury. New      services as guides or baggage porters, or pluck clum-
          people called the district home: poor, desperate folk   sily at the characters' unsecured items. The young
          crowded beneath fallen gables in hovels tattooed by mil-  urchins can be hired as unreliable guides or for any
          dew and damp rot. On their heels came folk whose trade   simple job for l  cp each, but they run away the mo-
          was scorned elsewhere. Alchemists fouled the air and    ment they're paid.
          water with poisonous concoctions from failed experi-
                                                              2   A pack of 2d6 beggars (commoners) gathers around
          ments. Sweat-shop ma nu factories set up in the Styes
                                                                  the characters. Each cries out loudly for alms, food,
          and aJI but enslaved their desperate workers. Tanners
                                                                  or spare clothing. Though the beggars aren't thieves,
          and millers and dyers and butchers invaded the district,
                                                                  some of them clutch at the characters' sleeves and
          scraping every penny out of their businesses with no
          concern over the impact their toxic operations had on   hands in a way that might be misinterpreted as at-
          their neighbors or the environment. The district bears   tempts at picking a pocket or purse. If they're given
          little evidence of its former glory as it daily sinks deeper   food or a few coins, any of the beggars can answer
          into the muck.                                          basic questions about the Styes and specific locations
                                                                  in the district.
          RESIDENTS AND POLITICS
                                                              3   A group of 2d6 pickpockets (spies) gathers around
          The current population of the Styes is a little under   the characters, appearing to be beggars but trying to
          twelve thousand residents, but they're packed into an   s teal anything they can from pouches and backpacks.
          area that might house half that number in a more pros-  Any pickpocket that snatches something flees into
          perous settlement. Four-fifths of the district's residents   the crowd, while the others get in the way to prevent
          are human, with the remainder split between gnomes,
                                                                  pursuit. Attacking or killing an unarmed pickpocket
          dwarves, haltlings, half-ores, half-elves, and a smatter-
                                                                  gets the characters in trouble with the law. It also
          ing of other humanoids.
            The Styes is ruled by a group of four corrupt officials   guarantees that they are bedeviled by vengeful pick-
          called "the council." The four councillors are Mr. Dory   pockets everywhere they go in the Styes.
          (see appendix C), Rashlen (NE male elf assassin), Sliris   4   A pair of shills (commoners) in fine clothes approach
          (NE female wererat), and Thornwell (LE female human     the characters with guarantees that they know where
          mage; also see "Thornwell's Offer," above). The district   to find the best deals on food, drink, rooms, potions,
          is policed by a poorly trained militia consisting of some   merchandise, magic items, or absolutely anything
          two hundred guards (LE humans) led by ten officers      else. The shills lead characters to shops and inns
          (LE human bandit captains) and one commander (LE        that pay them a kickback, so prices are actually 5 to
          human veteran). The militia patrols in groups of at least
                                                                  l 0 percent higher than normal-and the quality of
          ten, for their own protection more than anything. Larger   goods is typically subpar. If the shills are chased away
          groups of twenty or more usually include an officer.
                                                                  with threats or violence, they look for opportunities
            Un less you used Thornwell as a hook, the only coun-
                                                                  to cause trouble later.
          cillor who takes an active role in this adventure is Mr.
          Dory. Anyone who talks of Dory describes him as a   5   A militia patrol (seven guards and one bandit captain)
          longtime resident of the Styes and a wealthy warehouse   approaches the characters to demand they pay an en-
          owner, and mentions the tragic skin condition that re-  trance tax of 10 gp each-a simple shakedown of out-
          quires the councillor to take regular immersion in water   of-towners. The "tax" can be negotiated down to 5 gp
          for relief.                                             per character. If they are paid, the militia members
           The rest of the councillors are occupied with other    laugh and stroll away. If the characters attack, the
          concerns. If one of their fellow councillors is slain, how-  militia retreat if any of them are killed or at the end of
          ever, or the balance of power in the Styes is seriously
                                                                  the second round of combat. If any militia members
          upset, the surviving councillors will almost certainly
                                                                  are killed, the characters are immediately attacked
          make sure that the characters responsible don't get to
                                                                  by any other militia patrols they encounter, and they
          walk away from the district. The timing and details of
                                                                  get no cooperation from any member of the militia in
          their revenge are left up to you.
                                                                  their investigation (including Constable Jute).
          STYES ENCOUNTERS                                    6   A press gang (two veterans and eight thugs) attempts
                                                                  to kidnap the characters and sell them as deckhands
          The adventure presents only those encounters and
          events that drive the plot, but any character who spends   to the captain of an under-crewed ship. This attack
          time in the Styes is bound to have additional unpleas-  might happen openly, or the gang might wait until the
          ant interactions. As the characters are exploring and   characters are separated or sleeping before attacking.
          following up leads, feel free to spice up their time in the   They have no qualms about following the party to (or
          district with one of the following encounters.          entering) their seedy lodgings.


          Cll\l'rfRS  lHESIYES
  rhG
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