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Adventure-hooks-3

The document outlines various factions and organizations in Faerun, particularly focusing on their interests in Calimshan. Key groups include the Emerald Enclave, the Lords' Alliance, the Harpers, and the Zhentarim, each with distinct roles and contacts within the region. Additionally, it presents character hooks for adventurers and details on provisions and diseases relevant to a journey from Luskan to Calimport.

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Jesus Mora
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0% found this document useful (0 votes)
15 views3 pages

Adventure-hooks-3

The document outlines various factions and organizations in Faerun, particularly focusing on their interests in Calimshan. Key groups include the Emerald Enclave, the Lords' Alliance, the Harpers, and the Zhentarim, each with distinct roles and contacts within the region. Additionally, it presents character hooks for adventurers and details on provisions and diseases relevant to a journey from Luskan to Calimport.

Uploaded by

Jesus Mora
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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FACTIONS & ORGANIZATIONS free those being sold.

Yasmeen may ask members of the


organization to assist her in delivering goods to the
Various organizations throughout Faerun have a
Friary of St. Amahl for the Janessar to collect.
vested interest in the goings on within the borders of
Calimshan. Here are a few of the organizations that your
characters may wish to join in order to feel more
LORDS’ ALLIANCE
connected to the lands and their political dealings. Also known as the Council of
Lords, this coalition of rulers
EMERALD ENCLAVE from Waterdeep, Silverymoon,
Neverwinter, and other free
The Emerald Enclave is a
cities was founded to oppose
wide-ranging organization of
the Zhentarim and other
rangers, druids, and other
nefarious merchant factions
protectors of the natural
within the lands of Faerun.
world.
Calimshan does not see the
Although most of their
Zhentarim as serious threats to
members are confined to the
their trade and their mercantile
regions of the Vilhon Reach,
practices are often at odds with
since the time of the Second
those within the Lords’
Era of Skyfire, when the genie
Alliance. For this reason, the
lords Calim and Memnon
Lords’ Alliance maintains a
broke free from their
network of spies within the
crystalline prison and renewed
borders of Calimshan in order
their conflict with one
to monitor trade and root out organizations that might
another, they have taken a
prove to be a threat to the safety and prosperity of other
greater interest in the lands of
countries.
Calimshan. They work with
Mutasim yn Kaleem el Elbas yi Calimport is a
the elves of the region in order to restore much of the
merchant noble who is sympathetic to the Lords’
devastation caused by those conflicts.
Alliance. He has a brother who captains a ship, called The
The Emerald Enclave’s contact in Calimport is Misfar
Serapis. He is planning a voyage to Almraiven that will
yn Abdul Haleem el Bilal yi Calimport. Misfar is a date
leave in a few weeks’ time and is looking for adventurers
farmer who lives just outside the city proper. He uses the
who might accompany him in order to defend the ship
profits of his business to replant the Forest of Mir, which
from potential pirate attacks and other dangers of the
was reduced to a land of stone spires during the
sea. Mutasim may ask members of the Alliance to
Spellplague. Misfar has recently heard rumors that a
accompany his brother on his voyage.
group of floating eye beasts are roaming the foothills of
the Marching Mountains and have been attacking the
earth genasi living in the Spires of Mir (see The Hills
ORDER OF THE GAUNTLET
Have Eyes). He may ask members of the organization to The Order of the Gauntlet is a
investigate this threat. relatively new faction within
the lands of Faerun. Comprised
HARPERS of warriors, priests, and
paladins who dedicate
The Harpers are dedicated
themselves to the destruction
to maintaining order and
of evil, the order has grown
balance between nature and
rapidly with chapters located
civilization. They are also
throughout the western Realms
opposed to tyranny and
of Faerun.
oppression. Along the Sword
Many of the peoples of
Coast North, they are typically
Calimshan worship the goddess
viewed as heroes, but within
Shar. There are also rumors of
the borders of Calimshan, they
strange creatures that have
are looked upon with as much
taken to wandering the Mir
suspicion as the Zhentarim.
Spires since the end of the
Because Calimshan is a land
Spellplague. In order to deal
with a dark history of slavery
with these threats, the order has established several
and oppressive rulers who care
chapters throughout the country of Calimshan.
nothing for the devastation
The Order of the Gauntlet’s contact within Calimport is
they cause in pursuit of their
a priest of Ilmater, named Nabeela yr Waseema el
goals, the Harpers maintain a
Bashara yi Calimport. Nabeela can be found in the
small but constant presence within the borders of the
Shackles Ward of Calimport at the three-story minaret
country.
dedicated to Ilmater, called the House of the Bound
The Harpers’ contact in the city of Calimport is
Hands. Nabeela has heard rumors that a group of kobolds
Yasmeen yr Talasha el Lessar yi Calimport. Yasmeen is a
have taken up residence in the ruins of an ancient temple
spy who poses as a merchant selling rare herbs and spices
near the road to Manshaka. She may ask members of the
in the Trades Ward of the city. She also smuggles goods
order to investigate.
to the Janessar, a loose collection of fighters who reside
in the Marching Mountains. These warriors oppose the
slave trade in Calimshan and often plan attacks and raids
on caravans, merchants, and slave markets in order to

4
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.

STARTING THE ADVENTURE


Due to the increase in piracy
throughout the Shining Sea, she may ask members to
accompany one of her shipments to Almraiven. The adventure’s default starting location is the city of
Luskan. This once bustling trading port was hit hard by

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

5
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.

PROVISIONS It takes 1d4 days for sewer plague’s symptoms to


manifest in an infected creature. Symptoms include
It is an 8-week journey from Luskan to Calimport and fatigue and cramps. Infected creatures suffer from 1 level
characters will need to purchase provisions to make the of exhaustion and regain only half the normal number of
journey. Ereshka has provided each of them with 50 gp to hit points from spending Hit Dice and no hit points from
procure these provisions. In addition to food and water, finishing a long rest.
characters may want to purchase the following. At the end of each long rest, an infected creature must
make a DC 11 Constitution saving throw. On a failed save,
DRIED CURRANTS the creature takes an additional level of exhaustion. ON a
Currants are small berries with an acidic flavor. Sailors successful saving throw, the creature reduces its
often carry them on long journeys to stave off scurvy. exhaustion level by 1. A creature who reduces its
Dried currants cost 1 sp per 10 ounces. 10 ounces per exhaustion level below 1 recovers from the disease.
day is enough to stave off the effects of scurvy.

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