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):
- A Boat That Floats. The party accepts the smuggler's offer and performs a favor for him.
- Securing the Village. The party stays a little longer to help the village recover from the attack on the docks.
- The Merchant Vessel. The party secures passage on a newly arrived vessel and begins to make their way northward.
- Best in Brew. The tavern owner is out of their best brew and needs ingredients for more — but the gathering spot has been invaded by wild animals.
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
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
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
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
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
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
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
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
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.