🔒 Canon

Chapter 1: Emissaries of Serahet

Realm of Spirit and Shadow · Compendium Two · the source adventure

At a Glance

Where
Port Mahari, on the isle of Mahari in the southern Serahets
What happens
The docks burn; the party helps the village and secures a way north before departing for Toh'Zorah
Mine it for
The Port Mahari NPC roster — eight statted townsfolk to reuse anywhere
Source state
Written: the Denizens roster. Stubbed: Mayhem at the Docks, Preparing for the Journey, the side-quest bodies, Things to Do

[In the source, "Mayhem at the Docks," "Preparing for the Journey," and "Things to Do" are titled but not yet written.]

Side Quests — Port Mahari

Four side quests are sketched (one-line premises in the source):

Denizens of Port Mahari

Port Mahari is a small but bustling island village on the isle of Mahari in the southern Serahets, its livelihood secured by dockyard trade and the island's natural resources. It is led by Elder Jado Scarshell, a tortle and former adventurer. Alongside him, a cast of townsfolk — each with a full stat block for reuse at the table.

Alima is a middle-aged woman who spends her days fishing the nearby river — a kind-hearted soul who often shares her catch with her neighbors.

Alima, the Fisherwoman

Medium humanoid (human), neutral good

Armor Class12 Hit Points9 (2d8) Speed30 ft, swim 30 ft CR1/2 (100 XP)

Skills Athletics +2, Perception +2, Survival +2 · Senses passive Perception 12 · Languages Common

Actions

Fishing Net. Ranged attack, range 5/15 ft. On a hit the creature is restrained until it takes an action to break free (DC 10 Strength check).

Harpoon. Melee or Ranged: +2 to hit, reach 5 ft or range 20/60 ft. Hit: 4 (1d6 + 1) piercing.

Reactions

Uncanny Dodge. When an attacker she can see hits her, she can use her reaction to halve the damage.

Rashid is a middle-aged man with a quick wit and a sharp tongue — the town's primary supplier of exotic spices and herbs, which he gathers from the jungle.

Rashid, the Spice Merchant

Medium humanoid (wood elf), lawful neutral

Armor Class12 Hit Points22 (5d8) Speed30 ft CR1/4 (50 XP)

Skills Insight +2, Persuasion +4 · Senses passive Perception 12 · Languages Common, Elvish

Actions

Dagger. Melee or Ranged: +3 to hit, reach 5 ft or range 20/60 ft. Hit: 4 (1d4 + 2) piercing.

Thrown Spice Pouch. Ranged: +3 to hit, range 20/60 ft. Hit: the target must succeed on a DC 10 Constitution save or be blinded until the end of its next turn.

Reactions

Parry. Adds 2 to AC against one melee attack that would hit him, if he can see the attacker and is wielding a melee weapon.

Kofi is a burly man with a booming laugh, widely regarded as the best blacksmith in Port Mahari — broad-shouldered, brown-bearded, a scar above his left eyebrow, a soot-stained leather apron.

Kofi, the Blacksmith

Medium humanoid (human), neutral good

Armor Class15 (chain shirt) Hit Points45 (7d8 + 14) Speed30 ft CR1 (200 XP)

Skills Athletics +4, Insight +1, Intimidation +2 · Senses passive Perception 11 · Languages Common

Actions

Multiattack. Kofi makes two warhammer attacks.

Warhammer. Melee: +4 to hit, reach 5 ft. Hit: 8 (1d8 + 4) bludgeoning.

Reactions

Parry. Adds 2 to AC against one melee attack, if he can see the attacker and is wielding a melee weapon.

Amina is a wise half-orc woman who uses her knowledge of herbs and remedies to heal the sick and wounded — gentle, quietly confident, deeply respected in Port Mahari.

Amina, the Healer

Medium humanoid (half-orc), neutral good

Armor Class11 Hit Points49 (9d8 + 9) Speed30 ft CR1 (200 XP)

Skills Medicine +5, Nature +3, Perception +4 · Senses passive Perception 14 · Languages Common, Orcish

Spellcasting. 1st-level spellcaster (Wisdom; save DC 13, +5 to hit). Cantrips: guidance, light, thaumaturgy. 1st level (2 slots): bless, detect magic.

Actions

Mace. Melee: +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.

Reactions

Healing Salve (1/day). When a creature within 5 ft she can see is reduced to 0 HP but not killed outright, she can use her reaction to apply a salve; the creature regains 1d4 + 3 HP.

Tariq is a grizzled veteran of a dozen sea voyages and captain of the Tideswell, a local fishing and trade vessel — tough but fair, fiercely protective of crew and town; a green-eyed half-elf in scale mail with a cutlass at his side.

Tariq, Captain of the Tideswell

Medium humanoid (half-elf), lawful good

Armor Class16 (scale mail) Hit Points65 (10d8 + 20) Speed30 ft, swim 30 ft CR2 (450 XP)

Skills Athletics +4, Insight +2, Perception +2, Persuasion +2 · Senses passive Perception 12 · Languages Common

Actions

Multiattack. Tariq makes two cutlass attacks.

Cutlass. Melee: +4 to hit, reach 5 ft. Hit: 8 (1d8 + 4) slashing.

Hand Crossbow. Ranged: +4 to hit, range 30/90 ft. Hit: 7 (1d8 + 2) piercing.

Reactions

Parry. Adds 2 to AC against one melee attack, if he can see the attacker and is wielding a melee weapon.

Jado Scarshell is a venerable tortle with a battle-scarred shell — leader of Port Mahari and a former adventurer, wise and much sought for counsel in times of trouble.

Elder Jado Scarshell

Medium humanoid (tortle), neutral good

Armor Class18 (natural armor) Hit Points120 (16d8 + 48) Speed30 ft CR5 (1,800 XP)
Str18 (+4)
Dex12 (+1)
Con16 (+3)
Int12 (+1)
Wis16 (+3)
Cha14 (+2)

Skills Athletics +8, History +4, Insight +6, Perception +6, Survival +6 · Damage Immunities fire · Senses passive Perception 16 · Languages Aquan, Common

Hold Breath. Can hold his breath up to 1 hour. Natural Armor. His shell-based AC includes his Dexterity modifier. Shell Defense. As an action he withdraws into his shell: prone, speed 0, advantage on Str and Con saves; he can't take reactions or move until he emerges (a bonus action).

Actions

Multiattack. One Fists of Fury and one Headbutt on the same turn.

Fists of Fury. Melee: +8 to hit, reach 5 ft. Hit: 16 (4d6 + 4) bludgeoning.

Headbutt. Melee: +8 to hit, reach 5 ft. Hit: 14 (3d8 + 4) bludgeoning.

Reactions

Shell Slam. In response to being hit by a melee attack: Melee: +8 to hit, reach 5 ft. Hit: 20 (4d8 + 4) bludgeoning, and the target must succeed on a DC 16 Strength save or be knocked prone.

Zara is a friendly halfling who runs the village inn, The Fishy Flagon — warm hospitality, delicious cooking, a kind word for anyone who stops by.

Zara, the Innkeeper

Small humanoid (halfling), neutral good

Armor Class11 Hit Points27 (6d6 + 6) Speed25 ft CR1/4 (50 XP)

Skills Deception +4, Insight +2, Persuasion +4 · Senses passive Perception 12 · Languages Common, Halfling

Lucky. When Zara rolls a 1 on an attack roll, ability check, or save, she can reroll and must use the new roll.

Actions

Shortsword. Melee: +4 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing.

Sling. Ranged: +4 to hit, range 30/120 ft. Hit: 5 (1d4 + 2) bludgeoning.

Reactions

Halfling Nimbleness. Zara can move through the space of any creature of a size larger than hers.

Kael is a shadowy figure on the fringes of Port Mahari society — a smuggler of exotic goods, not exactly law-abiding, but respected by some for his daring; studded leather, a shortsword and hand crossbow, and a fluid, graceful way of moving.

Kael, the Smuggler

Medium humanoid (human), chaotic neutral

Armor Class15 (studded leather) Hit Points71 (13d8 + 13) Speed30 ft CR3 (700 XP)

Skills Acrobatics +5, Deception +7, Insight +4, Perception +4, Sleight of Hand +5, Stealth +5 · Senses passive Perception 14 · Languages Common, Elvish, Thieves' Cant

Cunning Action. Bonus action to Dash, Disengage, or Hide. Sneak Attack (1/turn). +10 (3d6) damage when he hits with advantage, or when the target is within 5 ft of an ally and he doesn't have disadvantage.

Actions

Multiattack. Two shortsword attacks, or one shortsword and one hand crossbow.

Shortsword. Melee: +6 to hit, reach 5 ft. Hit: 6 (1d6 + 3) piercing.

Hand Crossbow. Ranged: +5 to hit, range 30/120 ft. Hit: 7 (1d6 + 4) piercing.

Reactions

Uncanny Dodge. Halve the damage of an attack he can see. Evasion. On a Dex save for half damage, he instead takes none on a success and half on a failure.