Adventure-hooks-3
Adventure-hooks-3
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ZHENTARIM desert landscape. At first you dismissed the dreams,
but recently you learned that such events occurred long
The Zhentarim have long tried
ago in the lands of Calimshan. You have decided to
to establish themselves in the
travel there to determine if there is any meaning
lands of Calimshan, but have
behind your dreams.
been unable to make serious • Revenge. A sea hag, named Rushelda, killed one of your
inroads thanks in large part to
family members. You have vowed vengeance against
the Rundeen, a slaving and
her.
mercantile network that • Mining Raids. Earth creatures have been attacking
dominates trade along the
mines in the Omlarandin Mountains. You have been
Sword Coast south of the
asked to look into these attacks.
Chultan Penninsula. • Sand Storms. Although the Calim Desert is prone to
The Zhentarim’s primary
occasional dust storms, the intensity and frequency of
contact within Calimport is a
the storms have increased of late. Merchants of the
wealthy merchant noble,
Trade Way fear it’s a sign of terrible things to come.
named Jahaara yr Saleel el
You have been asked to look into the matter and
Hamdady yi Calimport. Jahaara
determine if there is anything untoward that is causing
runs a moderately successful
the storms.
slave trade out of Calimport.
CHARACTER HOOKS the Spellplague. Many of its buildings fell into disrepair
and its streets were overrun by criminals. It wasn’t until
In addition to accompanying The Shabbar to Calimport,
1485 DR when the five High Captains, former rulers of the
the adventurers may have other reasons for traveling to
city, regained control and established legal trade again
Calimshan. The following are a list of character hooks
along the Sword Coast.
that the players can use to flesh out their characters.
Luskan has long been a gateway for the market of ore
Characters who complete these hooks can gain
and timber. Recently, it has established itself as a center
inspiration at the DM’s discretion.
for trade in Netherese artifacts as well. A djinni, by the
• The Lost Tome. A scribe, named Sarikh, has stolen a name of Ereshka, made a purchase of such an artifact, an
tome from the Library of Memnon. The tome describes ancient, magical talisman, the properties of which
the first half of a powerful conjuration spell known as remain unknown.
the Ritual of Return. You have been asked by to find the The talisman is not, in fact, a Netherese artifact, but
tome, return it to the library, and bring Sarikh to rather a Calishite item, called the talisman of el-Sadhara,
justice. that went missing over a century ago. The adventurers
• Enslaved. A pirate, named Qholar, attacked your ship must deliver this cargo to Ereshka, who
and sold you and your crew into slavery. Although you resides in the Calim Desert. Ereshka has
managed to escape, your crewmates were not so lucky. paid for the characters’ passage and has
You have decided to find Qholar and see that he pays provided them with coin for provisions.
for his crimes. Upon delivery of her cargo, she
• The Sunken City. Rumors have surfaced that sailors have promises to pay them an
located the sunken city of Ahjuutal. If the rumors are additional 250 gp each.
true, great riches await those brave enough to venture
into the ruins. You have decided that you are among
those brave enough to explore the lost city.
• Portents of War. You have had visions of war coming to
the lands of Calimshan. It is your task to prevent these
visions from coming to pass.
Quiet Contact. You have not heard from your contact,
Jezzel, in the town of Kzelter for many months. You
have decided to travel to Kzelter and see what has
become of him.
• Wanted Felon. Your faction has received word that a
murderous fire genasi, named Tehvara, has turned up
in Memnon. You have been asked to travel there and
apprehend her.
• Mysterious Lights. Travelers have reported seeing
strange lights coming from the ruins of Memnonnar at
night. Your faction has asked you to look into the
matter.
• Vanished Ships. Several ships have gone missing in the
eastern Shining Sea. Some say pirates from the island
of Tharsult attacked the ships, but others aren’t so
sure. Your faction has sent you to determine the reason
for the disappearances.
• Dreams of Ancient Lands. You have had dreams of
powerful elemental beings fighting each other in a
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INSECT REPELLANT
There are numerous insects that call the Sword Coast
home and many of them can be found as many as 5 miles
from shore. To protect themselves, many sailors
purchase greasy salves with strong odors to keep the
insects at bay.
A gourd or vial of salve sells for 1 gp and contains 20
applications. One application protects its wearer against
normal insects for a period of 24 hours. The salve is water
resistant and doesn’t wash off in the rain. However, full
submersion in the ocean will wash the salve away.
TANNIN
Tannin is a yellow/brown substance made from plants
that provides advantage to its wearer on Constitution
saving throws to avoid sunburn.
A vial of tannin sells for 1 gp and contains 20
applications. One application protects the wearer for 24
hours. The substance works by staining the skin darker,
making it difficult to wash off in rain or water.
DISEASES
The following are diseases that can affect any
humanoid while at sea.
SCURVY
Scurvy is the result of vitamin C deficiency. Characters
who go 1 week or more without vitamin C must make a DC
11 Constitution saving throw each week or become
infected.
Creatures who fail a saving throw for scurvy
immediately begin developing symptoms of the disease
immediately. Early symptoms include fatigue while later
At this point, have the players introduce their symptoms include shortness of breath, bone pain, loose
characters. If they so choose, they can explain to one teeth, fever, bleeding from the mouth and eyes,
another why they decided to take on the job of delivering convulsions, and eventually death. Infected creatures
Ereshka’s cargo. They might also want to take this time suffer from 1 level of exhaustion and regain only half the
to enlist the help of the others to assist them in normal number of hit points from spending Hit Dice and
completing their individual character hooks. no hit points from finishing a long rest.
THE SHABBAR
An infected creature takes an additional level of
exhaustion for each week it goes without vitamin C. A
The Shabbar is a merchant vessel from Calimshan. Its character must consume at least 10 mg of vitamin C per
captain is a bandit captain, named Zaaid yn Nizaar el day for 1 week in order to reduce its exhaustion level by 1.
Zadeh yi Almraiven. He is a surly individual, with a thick A creature who reduces its exhaustion below 1 recovers
beard and a no-nonsense attitude. from the disease.
Zaaid has a smoke powder pistol that he picked up
from the island country of Lantan tucked in his belt. The SEWER PLAGUE
pistol has the following statistics. Sewer plague can occur when creatures drink from a
contaminated water source. Water aboard a ship can
Smokepowder Pistol. Ranged Weapon Attack: +5 to hit, range 30/90
become contaminated during a storm or whenever the
ft., one target. Hit: 8 (1d10 + 3) piercing damage.
ship takes damage. Creatures who drink contaminated
water must make a DC 11 Constitution saving throw or
Zaaid has a crew of a dozen bandit sailors.
become infected.