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EnthosVS2

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0% found this document useful (0 votes)
98 views49 pages

EnthosVS2

Uploaded by

Arthur Aytes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A DV ENT U R E VAC ATION SE T T ING

Including 2 Quests
Numerous Activites
Vivid Descriptions
New Spells, Creatures, and Loot
Introduction: Escape Route 1
Fitting Enthos into your Campaign
Setting Information

Chapter One: Shore Leave 2


Setting Options
Sailing to Enthos

Chapter Two: Treasures Maps 4


Island Map
Taverns, Shops, and Points of Interest

Chapter Three: Shipwrecked in 28


Paradise
History, Climate, and Commerce

Chapter Four: Sailors and Sightseers 31


Locals and Visitors

Chapter Five: Not in the Brochure 36


Potion of Cure Scurvy
Plumbing the Depths
Optional Rules CREDITS
Bestiary
Artifacts and Loot
Story and Illustrations:E.R. Jess
What's Next for Enthos Playtesters:Casey Dayhoff, Ian Heibing
Introduction: Escape Route
W elcome to the Island of Enthos (EN-thōs), vacation spot
for the hard-working adventurer. This drop-in setting should
provide therapeutic escapism for player characters and players
themselves. The island is light on conflict, with a little bit of
intrigue, but mostly, the biggest challenge is how best to
spend each day in this tropical paradise.

Options to fit Enthos into your campaign world:

1. The Island of Enthos and the Warwind Straits may be


placed in your campaign anywhere with a tropical or
subtropical climate and a salty sea.

2. The PCs travel to the world Enthos resides on, which


connects to the Sea of Worlds on the elemental plane of water.

The adventurers will arrive by ship. This ship, one the PCs
own and operate, or one they have booked passage on, will
encounter tall waves, and on the other side, Enthos waits on
the horizon.

This leisure/swashbuckling open-world setting is for parties


of all levels and classes, with low-stakes activites and quests
available for characters at about level three to five. There are
also challenges for higher level characters who want to do
more than relax. The DM could think of themselves as an
activities director for the exploration part of the module,
enticing the players with each new role-playing opportunity.

Note: Much of the content of this setting is largely social.


There are "bring your weapons with you" situations,
creatures to fight in quests, but Enthos is mostly for the
weary traveller in need of a break from dripping with the
blood of their enemies.

Note: See Chapter Five, Optional Rules, for ways to get


the most out of a visit to Enthos.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries. All characters and their distinctive likenesses are property of Wizards of
the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.


Chapter One: Shore Leave The protocol for ship travel to Enthos:
If choosing to place Enthos into your game world: When approaching the cove port, smaller ships are
To hook your adventurers, in a port town, there will be directed via semaphore to slips or docks. Larger ships
rumors of a vacation island somewhere at the edges of will be instructed to moor at buoys outside the cove in
the map. From there, a ship and crew will be available to deeper water. Visitors would then take a ship's tender or
find Enthos, and will take the PCs for a low price. At the rowboat to shore.
DM's discretion, the PCs could find a ship's captain that
knows all about Enthos, and might take passengers there Depending on the time of day, a ship's captain or crew
for free. would meet with the harbormaster for more instructions
for docking, or the port's dockmaster for trade and
resupply.
Option: If a ship's captain and crew already knows about
Enthos, foreshadow the island's inhabitants by having
that ship's crew sing the sea shanty found in Location 1, See Chapter Three for weather tables if you want to make
The Brassy Casket. a unique 'first day' experience.

There are no dock fees, with the assumption that visitors


If choosing to visit Enthos via the Sea of Worlds portal: will spend money on the island. Berthing and
Hook the adventurers in a similar way, rumor at a port, disembarkation is efficiently managed, though moves at a
though the location is harder to chart. People have been leisurely pace.
known to visit Enthos by accident, after a ship goes off
course and ends up within sight of the small, beautiful
island and keys. There is a portal that exists a mile from
shore to the north of Enthos, and connects to oceans
across a multiverse of planets, realms, and planes. The
large sea portal is a two-way Thin Place from your
preferred world to Enthos' home realm, and remains
active permanently. Besides some helpful marker buoys,
the massive portal has no outward appearance, just
ocean waves and a distant horizon.

The PCs are sailing along, and then a storm picks up


from nowhere. After a few tense moments, they have
journeyed to another realm via the Sea of Worlds. A
realm with unfamiliar stars, a single silvery moon, and
an island paradise with vacancies for the whole party.
The nebulous portal that brings people here is a mile
wide and deep, and is marked by buoys. Ships may
decide to turn about and go back without visiting, but
Enthos calls to even the coldest hearts. Ships need only
follow the course back the way they came.

For either option:


A few days into the journey to the island, (or if by
arriving by accident), please read the following:

The sky above fills with storm clouds, and the sea churns.
Tall waves surround the ship, and all you can see is a wall
of ocean. Just as the ship's rigging begins to strain, the
sun breaks through the storm, and a cheer rises from the
crew. "Island ahead, Cap'n!" A mate shouts, and then you
see it. Enthos, jewel of the Warwind Straits.


Less nautically inclined player characters may go right to shore
and start that vacation. The smell of food drifts over the
shore, where vendors serve up meals, fruits, and mixed drinks.
Player characters are free to explore the port, secure
accommodations, get that first taste of rum, or seek adventure
in the island's jungle terrain.

Members of every player race and more have come through


this port at one time or another. The party will meet a diverse
population enjoying the pleasures of this welcoming resort.
The people of Enthos, at least the merchants who run it, are
egalitarian, themselves being a diverse group with a common
interest. Your hosts heartily welcome all types of people,
specifically those with overflowing pockets. If choosing the
Sea of Worlds gate option, people from worlds unknown
lounge on the beaches and gamble in the taverns.

Notes: As the DM, you may decide to both drop Enthos


into your own world's sea and have the Sea of Worlds
connection, allowing populations that might not
otherwise appear in your chosen game setting.

Learn about the effect Enthos has on magic and


magic-users in Chapter Three, Shipwrecked in Paradise.

Wearable language rune stones can be bought from


vendors and in shops to overcome communication
barriers. Though some may prefer to absorb the culture,
and communicate without magic assistance.

Ships that trade in Enthos may be given a port-of-call flag


for the island.


24 SCALAWAG
KEY

Enthos
S C A L E T O P O

120 ft. 40
80

Island & Keys Per Sq. 40 ft. Per


Contour
Beach Rainforest

22 RAMSHACKLE ROUGHSHOD
KEY 23 KEY

1 RUMRUNNER’S
COVE 7 DOCK
PUB

TRADE
6 8 THE
PINTWRIGHT
DOCK

BAVIK
9 GREAT
HALL
BEACH 18 THE SUNSET
2 BEACH ARBELIST
10 TOWER
THE BRASSY
CASKET 3 THE SUNRISE
5 TRYSA’S
TINCTURES
17 BEACH
ENTHOS
MERCANTILE 4
THE MANA
14 15 THE CANOPY
COUNCIL ROAD
11 SHIMMERING
PLAZA

13 THE
RED CAT 12 PANTHEON &
GIFT SHOP 16 EAST
DOCKS

21 STANDING
STONE
TORSON’S
19 CRAG

25 WRECK OF THE
BATTLETOOTH

20 SLACKJAW
ISLAND


Chapter Two: Treasures Maps and time their vacation just right. Activities will have a
The Island of Enthos and port village Loot reward, and XP shows suggested experience
earned. These experience points are in addition to any
About the Enthos map gained by defeating any creatures that might be a part of
This map and descriptions can act as a player resource the Activity.
throughout the game, treated like a vacation resort
brochure, though there are spoilers throughout, players The Activity’s Premise is a story prompt, with a
beware. narrative and some idea of what might happen and how
to handle it. These are not set in stone, since no one
knows what your players and their characters will do.
Sea of Worlds setting note: Enthos includes its The DM can use each Premise as a loose guide to weave a
neighboring keys and satellite islands, and past this map story around your player’s actions.
is miles of empty sea, with no land visible from the
island’s highest peaks. Far from shipping lanes Click or tap location titles
andplundering pirates. Map Locations to return to the map

1 Rumrunner's Cove - Welcome to Enthos


About Exploration
For any given location, exploration is encouraged. Passive The cove is the most striking feature of the island.
and active perception or investigation may be utilized to Verdant cliff sides with tumbling waterfalls sparkle in
discover some hidden detail, half-buried treasure, or lost the high sun. Crystal-clear water reveals pristine coral
history. If the adventurers are taking a closer look reefs. The water is cascading shades of blue and green
around, there are some interesting features that will not seen anywhere else in the world, or perhaps any
provide story clues to bring the world to life. Invite the other.
players to explore each location in any way they choose.
The DC to discover any hidden items or lore is listed in The cove has a system of docks that cater to ships no
each location description. larger than a brig. Here is where you'll find the
harbormaster's station, and a small warehouse. If
About Birding and Fishing docking, the harbormaster, a half-elf named Baylor
Look for birding and fishing opportunities represented Reden, will deal with the ship's captain or
🦜 🐟
by these symbols: and . Visit Location 24, quartermaster, and get the ship moored and secured. If
arriving by tender from a larger ship, one may either
Scalawag Key for the birding activity Fowl Finder, and
Location 17, Sunrise Beach for the activity Fish Fight disembark onto the docks, or land right on the beach.
for more information.
At night, beneath your ship's hull is another world,
About Activities glowing with a full array of bright colors, as the cove is
Most locations have hooks for Activities. Activities are filled with bioluminescent plant and animal life. A
mini-side quests, or micro-quests, that involve few Twilight Ray, whose wings luminesce blue and gold,
locations and a single challenge. Some are quick and might be seen sailing briefly from the water for a look
meta, like gathering items, others require role-play, around. The lights of the port village dance off the water
character skill, and combat. Activities start when anyone with a thousand thousand sparkling points. The air is
in the party interacts with the quest giver, and/or enters overwhelmingly refreshing, as if you've never really taken
the location. A few are time-sensitive. For Activities that breath before.
require ability checks, invite the players to use group
checks so the whole party can join in. If neither the ship's crew nor the PCs have been to
Enthos, the experience can be jarring. Their charts
How activities work: The Quest Giver will be an NPC might not show this island, and if they were on their way
with a description and role-play prompts found in somewhere, and most people are when they get on a ship,
Chapter Four, Sailors and Sightseers. Read up on that this unscheduled stop could be unwelcome, no matter
person to get an idea of their personality. Some quests how beautiful. The first question any good captain or
are repeatable, and this is listed under Frequency. Some paranoid adventurer will ask of the harbormaster, is
Activities may only start at certain times of the day or "What is this place and how do we get back?" The
night, though Enthos is a 24-hour party, Event Hours harbormaster tries to hide a knowing smile. "The ocean
show NPCs have to sleep sometime. Many Activities are gates hidden in the waves can return you home, or the mage
Postponable, allowing the party to come back a bit later Calcus can teleport you for a few coins." He says, and has


said many times before. But he knows that the At night is when the beach comes alivea; with music,
adventurers won't want to go anywhere. The next thing laughter, and light. Along the cliff sides, bioluminescent
they might ask: “Is my money good here?” The answer is plants glow faintly in scarlett and azure, and the coral
probably yes. Coins will be accepted by metal weight. reefs themselves shine with diffuse points of light, as if
For the use of foreign coins, see Chapter Three for refracting back the stars above. Night swims offer an
information about Currency. Once the ship is taken care entirely different experience.
of, Enthos awaits.
People come to the beaches of Enthos to reflect, for fun,
Exploration to wash away their troubles.
DC 15 - By looking carefully over the cove, a PC might
notice the cave system in the cliff sides, by seeing Exploration
shadowy spaces behind the waterfalls. Roll a Wisdom Birding opportunities: 🦜🦜
(Perception) check at a DC of 15 to notice this feature. Fishing spot: 🐟🐟
DC 20 - Some lost loot can be found in the beach sand,
and under water, through careful searching via a
Wisdom (Perception) check at a DC of 20. Shadow
Pearls are found just under the sand in deeper water (see
Chapter Five for loot). Also at a DC of 20, there are lost
items that may be found, use the souvenir table in
Chapter Three.

DC 17 - The prow of a curious vessel can be found


underwater while swimming day or night. It appears to
be a ship's ram, and is thoroughly embedded in the sea
floor. Roll a Wisdom (Perception) check, or allow the
character to notice the prow via passive perception.

2 The Sunset Beach - Largest beach in Enthos 3 The Brassy Casket Tavern - Popular inn and pub
This sunset-facing beach is a wide crescent of sand The Brassy Casket has twofloors, a patio, and a rooftop
circling warm, calm, and impossibly clear water. The bar. The structure is a clever, if a bit ramshackle, mix of
beach sand is an array of colors and textures. ship's wood, palm logs and coquina. The tavern sign is in
Intermingling layers of orange-pink with crimson the shape of a burial casket, and upon entering, the
striations, with pale yellow bands that are talc-soft location's name starts to make sense. Above the bar is
mixing together to create a mosaic carpet. Flakes of mica displayed a coffin, open and empty of corpses, luckily,
and quartz reflect the sun. Soft islands of grass are but full of rum bottles.
scattered about rolling dunes further in. There is a
reason that Enthos doesn't have a cobbler, few wear shoes At the Brassy Casket, one can secure lodgings in one of
here. the inn rooms, or rent a cabana and hammock, as well as
hire a porter to act as a personal assistant. Rooms are
Flower petals flow down from the treeline on a warm spacious, with lockable chests to hold gear, wash rooms
wind and exotic birds flit around or lounge in branches with rudimentary plumbing, and for special guests, a
and sing chaotic melodies. The sun reflects sparkling bottle of spring wine and an assortment of fruit. The
golden light off the cove, where boats bob lazily. local cats will sneak into rooms to snuggle up with
sleeping guests. See Chapter Three for tavern items,
Cabanas dot the beach, and hammocks are set up among services, and pricing.
the palm trees. Swimmers paddle around the cove, and
people lay on the beach getting some sun. Porters There are often interesting characters coming and going
quickly move between the trees to bring drinks and from the tavern, and is either the first, or the last stop
meals to the guests, and are available for hire at the when Enthos visitors go bar hopping. The favorite food
taverns. At night, blue-green fireflies meander out from here is sweet and savory mushroom and banana skewers,
the jungle canopy, and birds hum in their nests. Bonfires grilled with a thick mango sauce. It's standing room only
will light the sky, hosting raucous parties or all-night just about every night, with bards playing accordions
conversations. and hurdy gurdies, and singing shanties. One sea shanty


Brassy 5 ft.
The S C A L E
1 Sign & Entrance
The famous coffin-shaped sign at the front of the Brassy Casket. There is a random
bird sitting on top, see the Fowl Finder for the birding activity.

Casket Per Sq.


2 Taproom
9 ROOFTOP Meet with the bartender here to begin the quest Potion of Cure Scurvy, or for
BAR lodgings and services.

3 Vampirate Casket
The not-final resting place of a Vampirate. The highly polished coffin is now home for
top shelf rum bottles.

4 The Old Aft


7 BEACH Amber stained glass from the captain’s quarters of the Maiden of the Foggy Brine
PATIO used for a large set of windows.

5 Common Room
Often busy, sometimes clean. There is a water closet in the corner and a door under
the stairs that leads to the patio. Stairs to the rooms are in the top corner.

6 Card Room
Cards, dice, and dangerous deals. This private room can be rented out for 3 gp for a
few hours.

7 Beach Patio
The second-best seat in the house for watching the cove. There are porters here for
hire, as well as beach vendors nearby.

8 Back Stairs
These stairs lead to the rooftop bar.

8 BACK
STAIRS 9 Rooftop Bar
The best seat in the house, with a small bar at arm’s length, and a view to die for.

10 Inn Rooms
This floor has two inn rooms, a meeting room, a bath and water closet, and a large
room at the end of the hall.

11 Luxury Room
One of the nicest rooms on the island. Features a big bed and a bath.

Rooftop

5 COMMON
ROOM

6 CARD
ROOM

3 VAMPIRATE
CASKET

2 TAPROOM

10 INN
ROOMS
1 SIGN &
ENTRANCE

11 LUXURY
THE OLD ROOM
4 AFT

Second Floor
First Floor

 
that might be heard mentions Enthos, and originated
from pirates called the Silksails. Silksails Pirate Shanty
Water in the Way (to Enthos) - EN-thōs

If the players ask "What's up with the casket? Vampires?" Oh, here's the Maiden of the Foggy Brine
The answer is Yes. Feel free to paraphrase below. More water in her hull than there is outside
Captain Remy Drot, whose demeanor and style is Get sails up and get 'em right
Afore the mornin' we go to Enthos
detailed in Chapter Four, explains:
(Chorus)
Vampirates my friend, vampirates. Scourge of the waters Yo - ho, ye wicked souls
of Keros, and beyond. But now, this coffin is all that's left. Pull your line, heave your ho's
The not-so-final resting place of Baron Redara, who Anchors up and belly's full
turned to piracy after turning into a vampire. Me and my There's water in the way to Enthos
mates captured his coffin, and sent him to the bottom of
the Darkwater Trench. Among the Baron’s treasure was That's Cap'n Remy with the skin of ale
the location of an artifact. Actually, it might be something Sharpened wits and silken sails
you could help me with... When we a'sing, this man wails:
Best speed ahead to Enthos!
Captain Remy will offer a quest to the adventurers,
which can be found in Chapter Five, Potion of Cure Yo - ho, ye wicked souls
Pull your line, heave your ho's
Scurvy. Help Captain Remy find the final touch to his Never better weather so stow your woes
mixed drinks. Point the bow to Enthos

One could visit Enthos and not leave the Brassy Casket That's Jack Raven with the glassy eye
He can't see far, can see his line
or the beach, and have a great time. It is friendly, though
Better put a cork on 'is fork and knife
brawls break out, but then someone buys the house a Get ye that matey to Enthos
round, and all grievances dissolve. The most important
thing visitors here have in common is how different they (Chorus)
are. Amongst the music and laughter and stories from Yo - ho, ye wicked souls
Pull your line, heave your ho's
distant realms, all are invited to learn about life outside Early in the mornin' till the sun gets cold
their adventuring party. The island makes everyone There's many a mile to Enthos
family for the duration of their stay and beyond.
There's Billie Goblin with her bailing cup
Better than the scuppers when the waves get up
Exploration
Drinkin' bilge water like a thirsty pup
DC 14 - If the adventurers wish to take a closer look at Wash that swabby in Enthos
the building's construction, it appears to be made of a
galleon's decks, including what used to be captain's (Chorus)
quarters. DC 14 Intelligence (Investigation) check. Yo - ho, ye wicked souls
Pull your line, heave your ho's
The bluest water, the goldest gold
DC 10 - A ship's name plaque near the door is etched: There's water in the way to Enthos
"Maiden of the Foggy Brine".


4 Enthos Mercantile - Grocery and sundry Example: For the tunic’s color, a player rolls a 2 on a
Run by the port's dockmaster, named Jack Raven, a 1d2+1 for colors and finishes, then rolls 2d100 on the first
table. Results are 14 and 70, magenta and turquoise. For
heavily tattooed man who doesn't wear his own shirts. the pattern and scenes, the player rolls a 3, then rolls
The mercantile is a modest building of bamboo with a 3d100 on the second table, getting a 7, a 30, and a 43,
palm frond roof. There are several racks of clothin and which is palm trees, fish or sea mammals and clouds. The
shelves of goods, as well as a salt-water fish tank that player decides that the shirt found has a turquoise
background, with a dolphin and palm tree pattern,
seems empty.
surrounded by magenta clouds. A tacky victory.

The main attraction for tourists is the selection of Short-sleeve tunic colors. Apply these to base color or to
colorful gender neutral short-sleeve tunics that are 3 sp patterns and scenes.
each. Perhaps too colorful. Jack doesn’t make the 1d100 Color / Finish
colorful shirts he sells. 1-4 Red
5-10 Teal
Jack may offer to give visitors tattoos, starting at 5 sp for 11-14 Magenta
a simple design in blue-black ink. For 10 gp he will do 15-18 Vermilion
more elaborate tattoos, covering someone’s back, for 19-21 Cerulean
example, in a distinct naval style. 22-25 Royal Blue
26-30 Yellow
Exploration 31-37 Cyan
38-42 Green
DC 15 - If taking a close look at the fish tank, one might
43-48 Pink
notice a Coin Crab (see Chapter Five for the Bestiary) 49-53 Salmon
cleaning the tank. It is still an infant and not for sale. 54-62 Orange
63-67 Peach
Activity - Tacky Into the Wind 68-70 Turquoise
Quest giver: Jack Raven (or by browsing the Mercantile)
71-74 Azure
Frequency: No limit, though recommend two. Once
during visit, and once before departure.
75-80 Lime
Postponable: Yes 81-84 Mica glitter
Event hours: Anytime except early morning 85-88 Pearlescent
Loot: Tacky short-sleeve tunic, one will be free, the rest 89-93 Iridescent
are 3sp 94-97 Reflective
XP: 25 98-100 Glowing

Premise:
Generate a tunic style, the tackiest style wins. Players use
the tables to randomly generate a short-sleeve tunic or
similar cloth torso garment. Ostensibly, the tunic
combinations generated already exist on the rack in the
size the traveller is looking for. The PC happens to find
the stunning creation. The inventory of each rack is
stocked from tropical discount stores across the
multiverse.

To find a tunic, roll 1d2+1 to get the colors/finishes and


1d3 for the tunic’s patterns/scenes. The first color might
be the background of the shirt, and the second and third
could be the color of the pattern. The results don't have
to make sense, and if they don't, that might qualify for a
truly tacky tunic. The party votes on the 'winner'. The
worst one of the group will be given away for free, (Jack
Raven: "Yeah, you can have that beauty, no charge.")
otherwise they are 3 sp each.


Short-sleeve tunic pattern - Player choice for generic Activity - Boom, Pregnant
options. Example: you roll animals, you pick duck, you Quest giver: Trysa
find a duck shirt. Frequency: Once
Pattern/Scene Event hours: Special, any
1d100
Postponable: Yes, by one day
1-3 Simple flowers
Loot: Three small rocket fireworks
4-7 Palm trees XP: 50
8-12 Palmetto bushes
13-18 Leafy Premise:
19-21 Vines Help an alchemist make fireworks for a celebration.
22-26 Fruits Trysa won’t be shy about asking for creative help
27-31 Fish / Sea mammals designing fireworks for an upcoming celebration.
32-37 Sunset/sunrise Choose or roll for the effects and colors of 3 fireworks for
Waves a dazzling explosive display. If this activity is started in
38-42
the day, the fireworks will be scheduled to go off that
43-48 Clouds
night. If later, then the next night will be fine. (It's for a
49-52 Ships baby shower). The local wildlife doesn't mind all that light
53-60 Enthos Port and noise, because of frequent thunderstorms, but just in
61-64 Geometric shapes case, they will be fired from the middle of the cove.
65-68 Lanterns
69-72 Fire / Flames Trysa will reward the adventurers with three firework
73-77 Waterfall rockets with random effects, and ask that they be careful
78-82 Optical illusion when using them.
83-86 Complex flowers
If (when) these fireworks are used as weapons, and if the
87-90 Animals
PCs can figure out how to attack with them, they will do
91-95 Insects 2d6 points of ooh and aahs, as well as 4d6 fire damage in
96-98 Animals print a 20’ radius of their target.
99 Roll an additional 1D3
100 Magic runes*
1d8 Colors
*Can be enchanted easily
1 Red
2 Orange
3 Yellow
5 Trysa's Tinctures - Healer and Apothecary 4 Green
For treating a nasty bump when attempting to climb the 5 Blue
cliffs, or when searching for a balm to keep the bugs off, 6 Purple
visit Trysa's Tinctures. The palm log building is notable 7 Silver
for the bat roost on the roof, for mosquito control. The 8 White
healing and medicinal items are similar to those on the
mainland, and Trysa, a Firbolg (See Chapter Four for 1d12 Firework Effect Description
NPC descriptions), a knowledgeable alchemist, has an 1 Brocade Large burst with many trails
2 Chrysanthemum Exploding spheres
oil or incense for just about anything. Sun Balm, a
3 Comet 5 or 6 bursts with long tails
cooling lotion that keeps sunburns to a minimum, is 1 4 Pearls Balls of light that shoot up
sp for a three-day supply. Hangover cures are available 5 Dragon Eggs Burst with individual small bursts
every morning for 10 sp, but they go fast. 6 Waterfall Shower of sparks
7 Flying fish Spinning and swirling small burst
8 Palm Tree Similar to palm, with trunk tail
If the adventurers are inquisitive, Trysa might chat with
9 Rising Tail Spiraling tail with falling burst
them about the island, specifically about Sorel at 10 Strobe Flashing array of bursts
Scalawag Key. Sorel has been cataloging the birds on the 11 Tourbillon Spinning sparks
island, and is looking for assistance. 12 Willow Wide burst in willow shape

Trysa will also be working on a fireworks display, and if


the group wants to help, offer the following activity.


smooth, and the mugs are masterwork, making for truly
Click or tap location titles to return to the map
perfect pints (50 gp each, to take a mug home).

6 Trade Dock - Docks and warehouses Orgul has spacious rooms at all levels of pricing,
For the supply ships that import and export goods to including luxurious rooms with baths and bookshelves.
and from Enthos, this a set of docks with a deeper draft. The meals here are filling meats and breads, garnished
There is a small warehouse, but most goods are lined up with pineapple and sweet plantains.
in the field by the docks, or put under tarps. Stevedores See Chapter Three for lodge pricing.
and longshoremen are at the ready, as cats run
Activity - How to Lose a Drinking Contest
underfoot. Quest giver: Orgul Dorgur
Frequency: Once
If the PCs are the entrepreneurial type, they may request Event hours: Any afternoon
a port-of-call flag, which is used by merchants at sea, and Postponable: Yes
Loot: Masterwork drinking mug (value 50 gp)
set up trade with the Harbormaster, Baylor Reden.
XP: 50

Renn Valare, a human woman, is a stevedore who works Premise:


at the docks, will either be here or at the Dock Pub. If Beat a seasoned drinker at their own game.
encountered, she will talk about the need for more Orgul is supposed to be slowing down on their drinking,
on the advice of Trysa, but when the adventurers arrive, a
guards on the island. And by more she means at least one new batch of pale ale has just been made and it needs to
guard on the island. Not long ago, some neerdowell be tested. Tested through ale-based combat! More than
came to the port and stole some cargo after a luxurious one player can take Orgul on, in fact, they prefer it.
vacation. Worse than that, the person in question didn't
Twenty pints are poured and ready to go, and set up on a
tip. Renn will mention the gladiator Zadar Adrosis,
table. Help by drinking the ale quickly, so Orgul doesn't
who lives as a hermit on Ramshackle Key. She thinks overdo it. Roll initiative to grab the drinks, roll one
that the gladiator might be the warrior they need to constitution save per pint per turn, with a DC of 11. Each
protect the port from trouble-making travellers. Renn is pint adds one to the DC, until someone fails the save
the quest giver to the Activity Hermit Kingdom. She three total times. If the party wins, Orgul will give them a
masterwork mug. Drink up, me hearties.
will recommend that the adventurers go prepared, as the
key is sometimes dangerous. Orgul Dorgur - CON 20 (+5), Init +3

Exploration
Fishing spot: 🐟
Activity - See Location 22, Ramshackle Key for the
Activity Hermit Kingdom

7 Dock Pub - Half warehouse, half pub


This is a low-key place for a quiet drink. The
longshoremen and stevedores who work here use the pub
as their galley throughout the day. It’s not usually busy
here, but when a trade ship comes in there’s a flurry of
activity. If the adventurers are merchants, this is where
business will be done. Enthos needs imports, and your
party might have the right goods.

8 The Pintwright - Dwarven lodge and brewery


Orgul Dorgur, a dwarven brewer and former airship
pilot, retired here after hearing about Enthos from some
off-world traders. Orgul didn't pick a random plot of
land, they chose to settle in a spot with pretty much the
best sunset view in the hemisphere. The lodge is
spacious, with plenty of amenities. The ale is pure and


9 Great Hall - Enthos meeting place There are 3 rooms available, as well as multiple
This is where port business meetings, weddings, and the hammocks hanging over the taproom floor. For meals,
like take place. The great hall is a big sturdy building, the tower specializes in fried fish dipped in a honey glaze.
made from imported timber and local coquina, with a Olira Sohun runs the place, and keeps guest bartenders
clay tile roof. When it is active, no matter the reason, it pouring the drinks in the right direction.
takes on a festive atmosphere. Town meetings are also
town feasts. It has a small barracks and armory, though Exploration
no trouble has come through in a while. People take DC 10 - If looking up, the adventurers might notice that
shelter here during hurricanes, since it is the largest and the tower has an airship dock (Passive Wisdom
strongest built on the island. The main room is being (Perception)) though it is not currently used or manned.
renovated, and occupied by a drunken drow named
Albenor Strythe. DC 15 - There is a basement and sub-basement below
the tower, with a connection to a largely unexplored cave
There is a blacksmith's forge and anvil, usually system, found by searching the basement, and rolling an
unoccupied, as well as a woodshop, behind the building. Intelligence (Investigation) check. The locals in the bar,
The community well is here, with a functional pump, including Olira, don’t know much about it.
though most get their fresh water from rain collection
and the waterfall pools behind the village. Activity - Love Me Bartender
Quest giver: Olira Sohun
Frequency: Repeatable, any given night
Activity - Stud Finder
Event hours: Any night
Quest giver: Albenor Strythe
Postponable: Yes
Frequency: Once
Loot: Free drinks, tips (possibly as rum)
Event hours: Any
XP: 50
Postponable: Yes, by a few hours
Loot: A round of drinks
Premise:
XP: 50
This taproom gives visitors a chance to take turns as
bartender. If the adventurers have any bartending
Premise:
experience, they would be shoe-ins. It will take a
Participate in a friendly archery or thrown weapon match.
combination of Athletics and Perception, either one at a
Alben, a drow mason and architect, is working on the
DC of 13, to get the job done. This activity can be
interior when the PCs arrive. He would be working, but
completely role-play based, without the need for checks.
many of his supplies were delayed at sea. Instead, he has
Those with a flair for performance might make more tips,
set up an archery range that extends from one end of the
as long as it doesn’t delay the rum. The worst thing a
hall to the other. The targets are three circles painted on
failed roll will get you is some groans and complaints.
a palm wood wall that has to come down due to rot. He
Success means making tips, and of course, shift drinks. A
may be challenged to a friendly match, with any missile
reward could be Copper, Silver, or Gold rums, which are
or thrown weapons (magic attacks won't count). A target
sometimes used as money (see Chapter Three for
will be hit on a 16 or higher, and a crit hits a target's
information about Currency).
center. The wall has 30 hit points. A critical hit will break a
stud and knock the wall down, saving him some work. No
matter the winner, he will buy a round for the party that
night or the next.

Albenor Strythe: +4 To Hit with Shortbow, 1d6+1


damage, Initiative +4

10 Arbelist Tower - Inn and taproom


This tower was originally built to house a huge arbelist
that would have been used to defend the cove, but the
siege weapon remains unfinished on an empty floor.
The tower is four stories tall, with a parapetted top.
Until the arbelist is needed, the locals have set up an
open-plan inn and tavern. Hammocks for rent above,
drinks and food below. The locals and visitors take turns
running the bar and serving drinks, for tips. The whole
thing is on the honor system, and it works most of the
time. The tavern holds popular card and dice games.


11 Shimmering Plaza - Market and gathering place for either is 14.
This is the closest thing to town square on the island.
Gulbi states that Glin is still third in line to the throne of a
The Shimmering Plaza is a pleasant meeting place, paved kindom called Kalor, and has many, many responsibilities
with flagstones and lit with magic lanterns in an array of waiting for him. If the PCs let Glin be, Gulbi will go back
colors. It features a daily market that at night turns into to bumming drinks off of the other tourists, and Glin will
an open-air bar and grill. There is a small stage for stand there, somewhat concerned about having turned
himself to stone. The PCs may address this later, as Glin
singers and performers, and visiting bards are welcome
isn’t going anywhere. Gulbi won’t be far away either.
to put on a show. At night, fireflies leave streaks of blue
and yellow, creating a nice spot for relaxing conversation, Glin is royalty, third in line for the throne of Kalor, a
and for couples to stroll. Enthos cats wander around the fiefdom on the mainland, and Gulbi was Glin's personal
plaza at all hours, and beg for attention from passersby. tutor, in public speaking. Glin, a reluctant halfling royal,
came to Enthos to get away from his hectic life, where he
The statue of a halfling on a pedestal stands mid-plaza. came up with a plan; drink a portion to turn himself to
This is Glin, turned to stone years ago. Glin has a 'No, stone until a successor takes over the throne of Kalor.
wait.' look and pose. A plaque below him asks that Foolproof. Glin had a mason build a pedestal and the
guests please do not revive Glin, per his wishes. plaque, then drank a potion that turned him into stone,
possibly granite. Gulbi came looking for Glin, and got
swept up in the relaxation of Enthos and never went
Exploration
Birding opportunity: 🦜🦜 home.

DC 12 - There is a semi-hidden path to an underground If the adventurers are capable, they may cast a Greater
pub. The pub used to be the lower floor of a large Restoration spell or other magic to revive the royal
halfling. If they do so, he turns back to flesh, looks
building that was wiped off the map by a hurricane. The around, looks at the adventurers, and looks at the
stairway down is in shadow, but passive perception or plaque. He will say, rather annoyed, "I suppose you didn't
investigation at DC 12 will reveal the entrance. The see the sign." (Grant 100 XP for the effort) Calcus at the
place is simply referred to as the Plaza Pub, where the Mana Council may sell the group a Scroll of Greater
Restoration for 400 gp, but won’t have time to take care
adventurers will find another place to get good drinks
of it himself.
and speak with strange travellers.
After being annoyed at his revival, Glin will then argue
Activity - Statue of Stature with Gulbi loudly for hours. See Chapter Four for more
Quest giver: Gulbi information about Glin and Gulbi.
Frequency: Once
Event hours: Any
Postponable: Yes Activity - Fire Festival
Loot: None Quest giver: Sir Artor Warnik
XP: 100 (if conditions met) Frequency: Once
Event hours: Any day, to early evening
Premise: Postponable: Yes
Free a halfling from petrification, or not. Loot: 100 gp
If the adventurers want to try and help poor Glin out of XP: 250
his predicament, supposedly against his wishes, or if they DM note: This activity has a dangerous surprise
simply want to find out more about the situation, they encounter that the adventurers might not be ready for.
may choose to investigate. Gulbi, a dwarf, will happen by
the PC's as they are looking at the ‘statue’. Gulbi is, Premise:
blustering, drunk, and wearing a gods-awful shirt from Find a lost helm for a worried knight.
the mercantile. He is a close-talker, and he'll climb up A worried knight on holiday is surreptitiously asking
next to Glin and address the PCs. around about his missing helm. He is heading back to the
mainland soon and can't leave without it. Sir Artor
"Fair morning (regardless of time of day) to you, travellers. Warnik is a stately-dressed human, about forty years old,
I knew this wee chap years ago, when he was made of though his eyes are sunken from anxiety and
halfing instead of stone. He was much as he is now, stoic, sleeplessness. The knight says he was lounging on the
stood a lot. Shocked look. He always said that when they beach to the southwest, near a great shipwreck, when his
made statues of him, they wouldn't reflect his true self, but helm came up missing. He feels another pair of eyes or
this, this does. Poor Glin, too bad no one will help him two will help spot the precious heirloom, which is part of
from his stony prison of, I want to say granite. I don't know. his irreplaceable armor set. If pressed, Sir Warnik will
I'm not a stone guy. By the way, dear adventurers, could simply state the helm is very valuable.
you spare 20 silver?"
Head to location 25, the Wreck of Battletooth, and
Gulbi will answer questions, and may be convinced to tell describe that area. The adventurers may then search
the whole story, via intimidation or persuasion. The DC around the beached shipwreck. Using passive or active


Perception at a DC of 12 will reveal odd animal tracks in
the sand near a natural jetty, and just then the Wreck of
the Battletooth will explode in a fiery blast. The wreck will
explode before anyone in the party can search (it will not
blow up unless the party is just out of range).

A large hermit crab has taken the magic helmet to use as


a home. It is a Helm of Brilliance (Basic Rules, pg. 173).
The crab has figured out how to use the helm's magic
and will defend itself with Fireball, Prismatic Spray, and
Wall of Fire, all with saves at DC 18. Since the crab isn't
good at aiming, most of the magic attacks it makes will
miss, though it's up to the DM just how effective this
crab's attacks are. The crab will be resistant to fire
damage, but otherwise has the same stats as a Crab as
found on pg. 131 of the Basic Rules.

If the PCs manage to stop the hermit crab, he will skitter


away to look for a new home. Bringing the helm back to
the knight will reward the XP and loot. If the crab does
more than 20 points of damage to up to three PCs, or
companion NPCs, the crab will disappear into the water,
and the adventurers may have lost their chance to
retrieve it. This crab really likes his new home.

The hermit crab will eventually find a more dangerous


new home: the skull of a necromancer.

12 Pantheon and Gift Shop - Place of worship


For worshippers locally and from afar, this bamboo
building acts as a temple. It is a one room building with
dozens of alcoves built into the walls. These spaces hold
statuettes and idols representing a wide variety of deities.
The smell of incense and the sound of wooden chimes
makes this location a peaceful break from the festivities
of the taverns nearby. An orc cleric named Zeten tends
to the pantheon, and the small hut outside of it that sells
trinkets to keep the pantheon running. Zeten does not
accept donations, as her faith prefers to give rather than
take.

If one's deity is not represented among the alcoves,


adventurers will be invited to use an empty space for a
small shrine. Cleric and paladins may then treat the
pantheon as their own holy ground, shared amongst
myriad other supreme beings.

Exploration
DC 15 - A Wisdom (Perception) check will reveal and
alcove that isn't quite right. It seems to be empty, but
there is shadow inside, moving on its own. By making an
intelligence check, against a DC of 15, using either
Arcana or Religion, the adventurer will discover that
this shrine is dedicated to an unknown deity from the
negative energy plane. Zeten will not speak of it.


Activity - Throw Me the Idol 13 The Red Cat - Pub and inn
Quest giver: Zeten This locale is a coquina stone and ship's wood building
Frequency: Once
Event hours: Daylight hours
decorated with a romantic feel. The intimate setting is a
Postponable: Yes quiet place to unwind, with or without a romantic
Loot: 30 sp, Spells casted partner. There is a small taproom and bar, with inside
XP: 150 xp +25 XP per defeated Armored Snake, +50 XP and outside tables. The food here is probably the best on
for Constrictors
the island, as is the entertainment, provided by a singer
This activity is made for a party of 4 at an average of level named Jelar Sen, who has a golden voice. The Red Cat
3, using 8 medium-sized snakes, and 2 large. If you want features extravagant meals and inn rooms. See Chapter
to increase the threat, like anything in life, add more Three for meal and room pricing. This location is also
snakes. the only place on the island to find fine wine, at 15 gp a
Premise:
bottle. The horned lobster is the local favorite, with
Retrieve a Torvira idol from Slackjaw Island. chocolate and lime cake slices for dessert.
Zeten asks the PCs to retrieve a lost artifact from a tiny
key on the western shore of Slackjaw Island. The Activity - All By Myself
adventurers will need to dodge snakes to reach the ruins Quest giver: Jelar Sen
of a cultist's shrine. (See map Location 20 for the island's Frequency: Once
description) Event hours: Any evening
Postponable: Yes
Zeten will give the PCs directions to the place, saying that Loot: Torchrose bulb, Extravagant meals
they will have to take a rowboat, or swim, to the XP: 100 xp
western-most key, a piece of land that is basically a
sandbar with some grass and trees. There will be a prerequisite activity upon arrival at the
destination, A Vacation from Gravity.
In the middle of the tiny island on the western tip of
Slackjaw is a round shrine, about 5 ft. wide and tall, Premise:
carved from layers of colorful petrified coral. The shrine A bard wants the adventurers to fetch a gift for a special
is overgrown with vines and grasses. The front of the someone.
coral has an opening, similar to the alcoves at the If the adventurers come to the Red Cat for a meal or
pantheon, where a stone idol sits askew. The idol is that drink, Jelar Sen takes a break in between songs and
of a human skull carving, cut from pink, orange, and invites himself to their table. He says he is a proficient
white stone. There are no trap mechanisms, the idol can crooner, and has sparked many a romance with his
simply be picked up and removed. performances, but true inspiration eludes him. There is a
special person that he wants to find a gift for, his muse, as
When leaving, up to 8 Armored Snakes will slither by, it were. He asks if the PCs will help, they will be rewarded
and 2 Constrictor Snakes (Basic Rules, pg. 122) and will handsomely.
become aggressive if the players aren't treading
carefully. See Chapter Five for the Bestiary for stats on He tasks the adventurers with finding a Torchrose, one of
the Armored Snake. the rarer luminescent plants on the island. They grow on
Torson's Crag (Location 19). If the PCs agree, they may, at
Upon returning, Zeten will place the idol in an alcove and their leisure, head to that location. See the Torson's Crag
then gift the adventurers 30 silver and will offer to cast description for more info on the terrain, and the related
any two cleric spells they might need, from levels 0-3. If activity.
asked what the idol is for, she will answer cryptically:
“Never know who might visit to worship.” Assuming the adventurers make the climb, at the top of
the hill is a rocky outcropping with a glorious view of
Rumrunner's Cove. As long as it's night, they will see a
rose bush with one perfect glowing rose, burning in
bright reds and yellows, and one bulb that may be taken
to be replanted elsewhere. If searching the area during
the day, it takes a DC 15 Wisdom (Perception) check, or
Intelligence (Nature) check to find.

Upon returning to Jelen Sen, he will take the rose, and


smile widely. He will say: "At last, a gift that is worthy.",
and he will then put the rose in his lapel and go about his
day. The gift was for himself, there is no one he loves
more. He will inform the Red Cat staff to make sure the
party gets the very best food and wine on his tab.


14 The Mana Council - Magic study hall and store Calcus won't `acknowledge the door unless the party has
The Mana Council is the closest thing to a mage's guild a magic user of at least 20 levels. If so, then, at the DM's
on the island, with a small library and room for study discretion, he will gladly offer to activate it, for a price.
and research, and a shop with components and basic
magic items. The stone building has two floors, with the New spells:
top floor reserved for residences. This is where the
Comprehend Language rune stones are made, as well as Scaleskin
2nd-level transmutation
water breathing potions, and other items useful to locals
Casting Time: 1 action
and guests. The shop will be stocked with magic items at Range: Touch
the DMs discretion. Components: S, M (a pinch of fish scales)
Duration: Concentration
The main purpose of the Mana Council is You touch a willing creature. Until the spell ends, the
target's skin has a rough, bark-like appearance, and the
transportation. The Archmage Calcus operates and target's AC can't be less than 15, regardless of what kind
maintains Teleportation Circles for quick, though of armor it is wearing. If the target is wearing no armor,
pricey, modes of travel to and from the island. Calcus is the target gets Advantage on any non-combat related
an adept planar traveller, and can arrange transportation swimming rolls. The scales may be of any known fish
scale color, iridescent green, bright striped blue, etc.
for the party ranging from 600 to 2600 gold, depending
This spell may be cast underwater.
on the distance and nature of the destination.

Among the shop's inventory are water breathing potions, Reef Sight
language rune stones that can be worn around the neck, 2nd-level transmutation
Casting Time: 1 action
and scrolls to make swimming in the cove more Range: Touch
enjoyable. The new spells Reef Sight, Scale Skin, and Components: S, M (drop of seawater in each eye)
Water Lanterns can be learned from spellbooks in the Duration: Concentration
study, for 200 gp each. Grant the ability to see clearly underwater. For the
duration, that creature has Reef Sight out to a range of 80
feet. Vision out of water will look blurry until dispelled.
Calcus will offer the Activity Lightning in a Bottle, the
search for a spell component called a Storm Crystal,
available by travelling to Roughshod Key. He will make Water Lanterns
sure that the adventurers bring their weapons, and to Transmutation Cantrip
Casting Time: 1 action
"Dress for lava weather". See Location 23 for more Range: 30ft. (5 ft. area)
information. Components: S
Duration: 10 minutes per caster level
Exploration You choose an area of water that you can see within
range and that fits within a 5-foot cube. You manipulate it
DC 18 - If the PCs feel nosy, they might be able to use
in the following ways.
investigation and knowledge of the arcane to notice a
curious blank spot on a wall. It looks like a door was You cause the water to form into 3-7 lanterns, candles, or
bricked over, and closer inspection will reveal subtle other light source shapes.
magic writing. Upon a successful Intelligence
You change the water's color and brightness, no brighter
(Investigation) check, the PC will see the door. To than regular lanterns.
identify it, an Intelligence check using Arcana, also DC
17, will reveal that this is a door to Sigil, The City of
Doors in the Outer Planes, which is currently closed.

Magic Item Cost Effect Special


Potion of Water Breathing 75 gp 1 hour of water breathing Can be sipped, optimizing the duration
Language Rune Stone 60 gp 1 hour of Comprehend Languages Can be recharged for 10 gp per hour
Language Rune Crystal 400 gp Comprehend languages at will Can be converted to an Ioun Stone for 2k gp*
Scroll of Reef Sight 60 gp See clearly underwater Spell available to purchase
Scroll of Scale Skin 120 gp Scaly skin armor for swimming Spell available to purchase
Scroll of Water Lanterns 50 gp Make floating watery lights Spell available to purchase
*Floats above and around head of user.


(Water Lanterns cont.) DC 10 - Those with a Passive Perception of 10 (or
You may move the Water Lanterns to float anywhere Passive Investigation, or by having a Nature skill bonus
within the range, and they will remain there for the
duration. of at least +1) will notice red throated parrots watching
travellers, and some know a few words and will chat. The
This spell may be used and cast underwater. This spell bulk of their vocabulary is insults. Finding one of these
may be cast multiple times. Before the duration is over, talking Rose-throated parrots will count as part of the
the spell can be recast to keep the same effects on the
birding activity found at location 24, Scalawag Key.
Water Lanterns. When the duration of the spell ends, or
when the spell is dismissed, we lanterns turn back to
water and splash to the ground. DC 10 - An Intelligence (Nature) check will help a guest
find the best fruits along the rainforest paths.
15 The Canopy Road - Jungle cliff pass
Cutting through the rough hills behind the village is a
jungle road. The road is narrow, meandering, and
travelled often, and anything off the road is wilderness.
There are many dead-end paths, animal trails, and
streams, all leading up the forested hills and crags. The
canopy above is a sight to behold, three layers of treetops
so choked with vines, that there are walkable paths above
the road. Getting up there would need Athletic checks at
a DC of 15. The surrounding ridges are about 160 feet
tall, and canopy lines the sides up to about 80 ft.

Flowering vines and trees reveal a bright palette of


tropical colors. Every inch of this jungle road is alive, full
of birds, butterflies, and curious lizards. The sunlight
that makes its way through the openings in the canopies
above showers the path in streams of misty light, and at
night, glowing mosses and flowers light the way.

The road gets a little confusing half-way through, as it is


circuitous though the tall trees, bamboo groves, and
rocky terrain, but there will be torches marking the way.
Before heading into the pass, someone might warn the
adventurers, "Bring your weapons, just in case." If the
PCs get lost wandering around the jungle, use Wisdom
(Survival) checks at a DC of 12 to find the road. The
most dangerous things hiding amongst the thick jungle
is Armored Snakes (found in the Bestiary in Chapter
Five) and at least one Phase Spider (Basic rules, pg 148).
The DM may consider a 25% chance to run into a
threatening encounter.

Exploration
Birding opportunity: 🦜🦜🦜
DC 10 - If climbing into the canopy, adventurers might
be able to notice, with their passive perception,
abandoned tree houses, made from ship's wood, by some
long-gone shipwreck survivors. There is some loot to be
found here as well. Besides old tools and 2d12 copper
pieces, random loot of the DM’s choosing may be
discovered.


16 East Docks - Buller's Pub, warehouses
The sunrise-side of the island is where many locals live On the beach at night, some of the 'regulars' might catch
the adventurers' attention. The Copper Whale shipwreck
and work to keep the place running. It has larger docks
crew is a group of skeletal pirates that come out at night
with deeper water that can service ships as large as a and party by the nearest beach bonfire. As long as no
schooner or caravel. Shipments of oil and lumber, rice one bothers them, they won't bother anyone else, but the
and tobacco, come through this port every few months. eerie clicking and clacking of their dry bones does tend
The trade done here is more or less legitimate, though to bother some guests. They do not, or will not speak,
though if any guests want to join them around the
smugglers operate in these waters. bonfire, the crew will hand visitors a long-empty bottle of
rum and urge them to drink. Their stats are the same as
Buller's Pub is here, a great place for early risers (or all regular skeletons, but if they are destroyed, they will
nighters), to watch the sunrise and get breakfast. The reform in the next few nights to begin their routine again.
The Copper Whale crew is considered as much a part of
pub is mostly open-air, with a wide covered patio. Sea
the island as anyone who lives here. If they are destroyed
breezes come in from the south west as people watch the by the party, a local will roll their eyes and sarcastically
sea churn. Prices are the same as in the village (See say of the adventurers, “Our heroes.”
pricing tables in Chapter Three). Sela Nerin, a
dragonborn mage, runs the pub with her brother Garato Exploration
Nerin, an engineer. Garato has a quest for the party, if Birding opportunity: 🦜🦜
they are looking for some adventure. Fishing spot: 🐟🐟🐟
DC 20 - (Optional NPC encounter) If the party stays,
Many of the cats on the island live around these docks. dines, or drinks at Portent's Lodge, they might notice,
Pests are controlled by the island's cat population. through a Wisdom (Perception) check, that someone in
Enthos cats often lounge with visitors on the beach, go the taproom is watching the PCs subtly, but intently.
for a swim, and will sit in unoccupied seats when the The woman watching them is named Ralhalamar, a
PCs visit the pub. human woman wearing light armor. If confronted about
watching the PCs, she will fess up and say that she is
Garato is the quest giver for the quest Plumbing the simply curious and wants to know about the party's
Depths, with the opportunity to dive a shipwreck. See homeland. (A Wisdom (Insight) check at DC 18 will
Chapter Five. reveal that she is here to gather information.)

If the PCs leave her be, or perhaps follow her later, she
17 Sunrise Beach - Portent's Lodge, fishmonger will linger around the lodge, and then depart sometime
For the best views of the sunrise, the Easternmost beach after sunset. A tender will be waiting for her off the
in Enthos has you covered. High waves make for a beach. She will finish a mug of ale, toss it in the sand,
challenging swim, but heading out to the reefs past the and swim out to the tender, where she will set sail away.
surf is worth the effort. This side of the island has homes Whatever that was about, the party probably won't see
owned by locals, a fishmonger, and Portent's Lodge, her again… See Chapter Five, What’s Next for Enthos
where visitors can rent one of four cabins on the beach. for details about this foreshadowing option.
The lodge itself has a taproom and brewery, and a game
room for cards and dice. It's a more sophisticated setting DC 10 - If swimming while wearing sea goggles or using
that that of the rowdy taverns in the village. The a Reef Vision spell, Passive Perception should help a PC
taproom is decorated with a sportsman's feel, fish and spot the remnants of a shipwreck right off the beach.
game trophies on the walls, with a crackling hearth. A The shipwreck is ancient, and is part of the reef. The
rowboat may be rented for 5 sp per day, and tenders are interesting part is the ship was made of metal instead of
available for those who can sail, for 2 gp per day. The wood, and the design is foreign. The wreck is completely
boats are on the beach near a small jetty and a fisher's buried, and only the outline is visible, but if a character
shack. wants to search carefully, a DC 18 Intelligence
(Investigation) check will reveal an artifact; a strange
Kolo the Fishmonger is an ogre who stocks all sorts of mechanism made with clock-like gears, about 1 ft.
fish brought in from the locals. He has a small shop square. No one on the island will have any clue what it is,
attached to the lodge. He will clean and prepare fish for but Calcus (found at Location 14, The Mana Council),
the PCs at 2 cp per fillet, and also sells spices for cooking would love the chance to study the device, and will
them up; 1 sp a vial. Enthos cats love his shop, and will compensate the adventurers 200 gp for the privilege.
jump into view as soon as PCs approach the counter.


Activity - Fish Fight
Quest giver: Kolo the Fishmonger Fish type: Fish size:
Frequency: Repeatable 1d12 Fish 1d4 Size Value
Event hours: Any
1 Bonefish 1 Bait 2 cp
Postponable: Yes
Loot: Fish
2 Cobia 2 Throw back 5 cp
XP: 10 xp per fish, max 5 per day 3 Hogfish 3 Keeper 4 sp
4 Snapper 4 Trophy 1 gp
Premise: 5 Pompano
Catch some fish. 6 Spotted Seatrout
For visitors that look like they need to unwind, Kolo will 7 Tarpon
suggest a fishing trip. He says there's a good spot at the 8 Grouper
jetty a few paces north of the lodge. He will give them 9 Red Drum
bait, fishing poles, and a basket to fill. You can sell any
10 Sheepshead
fish caught to Kolo for their value listed in the size table.
11 Snook
Look for fishing spots in the Exploration section of 12 Crevalle Jack
various locations. Each
Fight tables.
🐟 icon equals 1 roll on the Fish

Here at the Sunrise Beach, there are three chances for


each character to catch the fish they’re looking for.
Characters need only bait the hook and cast the line, and
make an Intelligence (Nature) check, at a DC 14, to catch
a fish, max 5 casts per day, per party, per spot as the fish
get wise and move on. For each success, roll for the fish
type, then the fish size.

The DC for catching fish anywhere else around Enthos is


17.


18 Bavik Beach - Hidden beach The Red Cat, it can be found at the top, along with a
For a secluded getaway within a secluded getaway, head bulb to take home. If it is day time, a Wisdom
to Bavik Beach. On the sunset-side of Enthos, this (Perception) check will be needed to spot it, or an
location includes tidal islands, a heavily forested Intelligence (Nature) check at a DC of 15. If it’s night or
shoreline, abandoned huts, and no one in sight. The dusk the Torchrose will be hard to miss. It glows bright
small channel between the beach and its islands is red and yellow.
surprisingly deep. The sea drops suddenly after a few
yards of shallow beach water, making it a nice place to do Activity - A Vacation from Gravity
Quest giver: Grel Torson
some reef exploring.
Frequency: Repeatable (without Torson, at other hours)
Event hours: Any
Exploration Postponable: Yes
Birding opportunity: 🦜🦜 Loot: Climber's gear
Fishing spot: 🐟🐟 XP: 75 xp for climb, 25 for surviving zip line
DC 10: Passive perception will help the adventurers spot Premise:
an abandoned hut that can be used as a camp and/or Accompany a ranger climbing a steep rock face.
fixed up and made a home for the duration of their stay. Torson is about to head up the crag, and he needs
The Enthos Mercantile will have supplies, and Albenor climbing buddies if anyone in the party is willing. He has
several sets of good climbing gear that he can give away
Strythe might lend a hand, found at Location 9.
to whomever is joining him. He says his camp at the top is
fully stocked, and that the view is unrivalled.
DC 15: Passive perception to find a freshwater spring
just inside the treeline. To climb the rock face, roll Strength (Athletics) checks at
a DC ranging from 10-15 (DM's choice) every 20 ft., for a
19 Torson's Crag - Best view in Enthos total of 7 checks to get to the top. There is one
outcropping about 70 ft. up that can be used for a short
Torson's hill is a sharp hilltop with sheer sides, covered in rest.
thick jungle canopy. The green spaces explode with
blooming flowers of all colors, which start at the foot of If any strength check fails, then roll a Dexterity
(Acrobatics) check at a DC 10 to use the ropes, pitons,
the cliff and climb all the way to the top, except for a
and footholds to keep from falling. If Torson (who is
section of bare rock to the south. The tallest part of the carrying supplies) or other PCs are climbing together,
crag is about 140 feet, upon which sits a small shack. The then group checks can be used to help everyone up.
west side of the hill has a gentler slope, but is Falling damage is per the standard rules (1d6 per 10 ft.,
intraverseable due to the thick rainforest. max 20d6).

If an adventurer wants a real challenge, they may try to


A path leads from the jungle to the southeast portion of climb the rock face without gear, like Torson did. With a
the hill, where a pergola is set up against the bare rock DC 18 all the way up.
face. There are shelves and tables around, stocked with
At the top, Torson's camp is set up with a cook fire, a
climbing gear and lumber. Torson himself, Grel Torson,
simple shack, and a workbench improvised from a log
a human ranger, is here and will call the adventurers over chopped in half.
if they approach. He will offer some water if it's a hot
day, or some rum if it's night. He didn't claim this crag, Getting down is another matter. Instead of working your
but since he was the first to climb it, barehanded, they way down the rock, Torson offers a faster path. He gets a
bow and rope arrow from his shack, aims down into the
named it after him. If the PCs chat him up, he will talk jungle to the east, and fires into the trees. The arrow will
about what he's doing here; planning an observation stick, and he will pull the rope tight, and tie it to the top
tower on the top of the crag. He has climbed the rock of the shack, making a zipline. He has a few straps of
face many times, and has set up ropes and pitons that leather to use to hold onto and slide down the line into
the jungle. If any adventurer really wants to try this, it will
lead to the top. If the adventurers aren’t in the mood for
take one Dexterity (Acrobatics) check at DC 15 to begin
climbing, yet need the Torchrose for Jelar Sen at The the slide down, and then an additional check at DC 15 to
Red Cat, he will fetch it for them, if the PCs agree to try keep from slamming into trees and branches. If the first
the climb another day. check fails, then the character falls somewhere along the
route, possibly from a hundred feet up. (Consider giving
the characters Advantage from the effects of resting in
Exploration
Birding opportunity: 🦜🦜 Enthos, see Chapter Five for the optional rule.) The DM
may choose to have the PC land somewhere soft, yet
DC 15 / DC 11 - If the adventurers are here looking for inconvenient. Success lands the PC safely east of the
the Torchrose, from the activity available at Location 13, crag.


If the second check fails, the character goes crashing margins of the pages. See Chapter Five for more info on
through the jungle canopy (from 20 to 30 ft. up), and the artifact Codex of the Wheel.
might not be found immediately if seriously hurt.
Vacation!
DC 12 - As the group gets further inland, passive
Instead of the zipline, the PCs can climb down the rock investigation, or an Intelligence (Nature) check will
face slowly and safely, without further Athletics rolls. reveal odd, wispy gray webbing high in the trees, but will
lose sight of them after checks are made. Perhaps the
20 Slackjaw Island - Wild rainforest hills and crags adventurers were imaging things. (This is Phase Spider
This is the most wild landmass in Enthos, with jagged webbing, though these spiders do not spin webs on the
bluffs poking out of a deep-green rainforest. Mist seems material plane, in the Ethereal plane, they do. This is
to perpetually cling to the tops of the island, so named foreshadowing for the location’s activity.) Phase Spider
because of its tooth-and-jaw-like appearance. The lower (Basic rules, pg 148).
parts of the island have a wide tidal basin filled with
mangrove trees. When the tide comes in, the forest
floods, and much of the shore is then underwater. There
are ruined huts that poke up out of the tides among the
mangroves, showing that the island has changed over
the years.

Slackjaw Island is a little more treacherous than the


main island. An Intelligence (Nature) check at 15
will be needed just to find a way through the
mangroves to dryer land. The good news is that
most of the armored snakes have been driven off the
island. The bad news is that Phase Spiders making
their home here is the reason.

If the adventurers are tired of looking for their own way


through the island, and decide to make a path by
hacking at the underbrush, there's a chance they might
anger, or hit, a Palm Treant. There are three families of
6-8 Palm Treants that have lived here for ages, and they
won't like someone messing up their home. They are
different from their inland cousins, and can be reasoned
with, but they won't hesitate to evict any who cause
harm to the land. If the adventurers are behaving, then a
Palm Treant named Sabal might walk up and ask if the
party has seen Calcus lately, and that he still has a Phase
Spider problem (see activity).

Exploration
Birding opportunity: 🦜🦜
Fishing spot: 🐟🐟
DC 17 - If searching the half-submerged huts in the tidal
mangrove forest, using either investigation or perception
checks at a DC of 14 will reveal signs of the former
religious community. The adventurers might find a few
ceremonial tools, used spell components like a forked
metal rod and gem dust, and a circle-shaped spellbook.
The book is blank, but on the cover is written “Codex of
the Wheel.” There are symbols and drawings pertaining
to the Inner Planes on the cover, and woven through the


Activity - Going Through a Phase see it after a few hundred feet. The canyon portal is a 40
Quest giver: Sabal, a Palm Treant in a hurry foot tall and 10 foot wide opening in a vine-covered rock
Frequency: Once face. The surface of the portal opening is an undulating
Event hours: Any series of gray shadows. A gray mist seeps out, along with
Postponable: No (Things escalate quickly) a cold deeper than winter.
Loot: Cloak of Arachnida
XP: 150, +700 XP per defeated Phase Spider, 500 XP If the adventurers throw the egg clutch in the portal,
getting through the activity without being attacked. Phase Spiders will appear from all around, give out
terrifying screeches, and jump into the portal, (or phase
This activity is made for a party of 4 at an average of level into the ethereal plane from the trees), and have a chance
5. Use 3 Phase Spiders for a hard threat. For a party of 4 to trample or knock a PC or two out of the way.
at an average level of 3, one Phase Spider should be
enough of a challenge. Not all of the Phase Spiders in this If the adventurers pause, explore, or otherwise delay
encounter will enter combat. tossing the eggs in the canyon portal, then call for
initiative as a one to three Phase Spiders will either attack
Premise: or try to round up the adventurers so that they may be
A Palm Treant needs help protecting his home. surrounded.
If the adventurers make it far enough into Slackjaw Island
to reach dry land, then they might come across a Palm If the party is having a hard time, as in someone takes
Treant, either lumbering through the rainforest to speak serious damage, Sabal will come crashing through the
with them, or by the party running into him. His name is spiders to help.
Sabal, and he will be glad to see the party (assuming the
PCs aren’t hacking up the jungle). He will stride up and Otherwise, once the eggs and spiders are dealt with,
ask who among the party he should speak to about Sabal will catch up eventually, and will have been injured.
solving a small problem he and his family have. He will thank the PCs and ask if they would want a
reward. The only thing that he has of value is a Cloak of
He claims that some Phase Spiders need to be removed Arachnida (Basic Rules, pg. 158), which Sabal explains
from the island, but killing them off doesn’t seem to be didn’t help the last person who tried to clear out the
working, they tried that first. These things are coming out spiders.
of a portal to the ethereal plane in a canyon to the south.
Sabal is sure that if their eggs are put back through a He will be grateful, and let the adventurers camp and
portal, the Phase Spiders will leave. He points to a path in explore as long as they like.

Click or tap location titles to return to the map


the rainforest where the canyon is.
The party will have a few moments to discuss his plan, or 21 Torvira Standing Stone - Ancient ceremonial site
perhaps come up with an alternative, but Sabal will get
impatient. If he is asked where the nest is, or where the A hike through the rainforest will lead to a clearing half
eggs are, he will hand the adventurers the clutch of eggs way up Enthos’ largest hill. Surrounded by rubber and
that he already took from the nest. Sabal will then simply mahogany trees is a 30 foot circle of bare rock, into
say “Run.” The wind will pick up, and the trees around which is carved neat square flagstones, now breaken and
them will rustle.
cracked with plants growing up through it. At the end of
Phase spiders will begin to head toward the party, and the clearing are the remains of an upside-down obelisk
the group may either make their stand wherever the shape. It is six foot tall and one foot wide, made of
activity started, or take Sabal’s advice and run. If the PCs polished blue-gray stone. The top is flat and overgrown
fight, Sabal will join in. If the PCs prefer to fight here, one
with jungle vines. The standing stone has a carving on it,
spider will attack, and the rest will circle the area.
in an ancient language that simply translates to
If they run, Sabal will stall the Phase Spiders and give the “Torvira”. The stone rests in front of a vine-covered cave
adventurers a chance to get to the portal. entrance.
Phase Spiders will be chasing the group in the jungles
parallel to the path, though no one will be able to get an
What is known by the people of the island, is that priests
accurate count. It’s more than one. Along the way, the of Torvira, a long-dead civilization, used Enthos for their
group will see a strange sight; trees and rocks partially rituals. It is said that Enthos used to reside in the Sea of
phased into each other. A large branch sticking out of a Worlds until it drifted to the Material Plane, and
boulder, somehow melded with it, a lizard running
because of this, much of that elemental magic remains.
through a jungle tree that is and isn’t there. The wind will
pick up and leaves will blow right through an adventurer, The Torvira Standing Stone is the oldest artificial
while pelting another. The area is a Thin Place, where the structure on the island, above ground that is. It marks a
Ethereal Plane overlaps with the Material. network of cave ruins that Torvira missionaries built
into a laboratory, though after a cataclysmic event, they
The canyon is not far away, and the party will be able to
fled.


The Torvira Laboratory is mapped and detailed in Activity - Hermit Kingdom
Chapter Five, as part of the quest Potion of Cure Quest giver: Renn Valare, or by speaking with Zadar
Adrosis
Scurvy. The party may explore the ruin before the Frequency: Once
quest, and, if the quest item is found, may return it to Event hours: Any
Captain Remy. Postponable: Yes
Loot: If the PCs win the sparring match, he will give them
a magic weapon or armor of the DM’s choosing.
Exploration
Birding opportunity: 🦜🦜 XP: 150

DC 15 - If actively searching the flagstones, the party Premise:


may find, on a DC of 15, a removable section of the Convince a gladiator turned hermit to help the island.
rocky floor that reveals some kind of glowing purple Renn Valare sends the adventurers to speak with the
ex-gladiator about working as a guard. The activity may
slime residue. The residue foreshadowes for the also be started by speaking with Zadar, since he will
Candescent Ooze found in the cave ruin. The residue assume that Renn sent the party to find him.
may be collected, and emits one half candlepower of
violet light. Zadar Adrosis is living as a hermit on Ramshackle, and
will be found fishing in a stream, or picking through
22 Ramshackle Key - Rainforest island salvage in the ruined settlement. When he sees the
adventurers, he will ask: “Did Renn Valare send you?” This
This wild key has fields of flowers that bloom year should be enough to get things rolling.
round. The flowers circle a forested hilltop, where ship’s
rigging can be seen poking through a dense canopy. Zadar is a half-orc, about fifty years old. He originally
comes from a harsh desert land, and is used to making
Decades ago, a fleet of merchant ships wrecked on the the most out of very little, in this case shipwreck salvage,
shores of the key, and their remains were used to and is doing quite well. He makes his own clothes and
construct a now-abandoned settlement. Ramshackle key supplies.
is though difficult to navigate. Because of this, a hermit
Zadar says he came here via before the Silksails pirates
lives in the island’s caves, and will not appreciate visitors.
got to Enthos, and he doesn’t enjoy all of the loud
That hermit is Zadar Adrosis, once a great gladiator. If drunken singing and revelry every night. Zadar is
sent by Renn Valare, Zadar will listen grudgingly to however open to acting as a guard for the port if one of
what the adventurers have to say, detailed in this the adventurers is willing to spar with him. See Zadar’s
location’s activity. stats below.

Zadar will fight hand-to-hand, but if there is a player


There are Armored Snakes and Constrictors slithering character with a magic weapon, specifically a sword, he
throughout the rainforest and ruined settlement, at the would prefer to use his double gladius for sparring.
DM’s discretion.
The sparring match will deal non-lethal damage, until
either combatant calls the match, or one reaches 0 hit
Exploration
Birding opportunity: 🦜🦜 points. If the character taking up the challenge is level 8
or below, he will go easy, if comparable or higher in
Fishing spot: 🐟🐟 ability, he won’t pull his punches. He will bruise his
opponent, and draw blood, but he won’t cause any
DC 12 - If searching the remains of the shipwreck
serious wounds.
community, which is a dangerous proposition due to
rotting wood, the adventurers might find, on a DC of 12 If the fight goes to his satisfaction, that is, if he is hurt by
using either Investigation or Perception, that the at last 20 hit points, he will smile widely and the
community that wreck here left some things behind. adventurers will have made a friend. If the PCs cheat, use
spells during the match, or any other character interferes
3d10 silver coins, and 2d6 gold worth of valuables such
with the intention of affecting the match, Zadar will roll
as pearl fans and pewter cups may be discovered. his eyes and go back to his fishing. If it’s a fair fight, no
matter the winner, he will gift his sparring partner a
magic weapon or armor piece of the DM’s choosing.

If the fight encounter goes poorly, he will be hesitant to


work with the people of Enthos, though a persuasion roll
at a DC of 16 will do the trick. Otherwise, the PCs could
come back later and try again. Zadar loves a rematch.


23 Roughshod Key - Volcanic key
Zadar Adrosis Warrior 18 This key is covered in lush green bushes with magenta
CR 17, Size M, hp 154, Init +7, Spd 30 ft., AC 13 and white flowers. Roughshod is an active volcanic lava
dome, the only visibly active volcanic activity in Enthos
Str 23, Dex 17, Con 19, Int 10, Wis 16, Cha 10
SV Fort +15, Ref +9, Will +9 (it is not technically a ‘key’). There are a few remnants of
trees blasted away from the center of the small island.
Attack +24/+19/+14/+9 melee, +6/+1/-4/-9 There are a handful of young trees, as none have had
hand-to-hand time to grow since the last eruption. The soil is covered
Double Gladius: reach 10 ft. Dmg. 1d8+6 (flat of blade
in vibrant greens that crawl up the lava dome hill.
for bludgeoning damage)
At the very top, a billowing stream of smoke is visible,
Hand-to-hand: Dmg. 1+6 rising beneath a chaotic set of rock formations over a
crater. The active part of the volcano is a gray-black pit
Multiattack. Zadar makes four weapon melee attacks,
or four hand-to-hand attacks about 80 feet across. The caldera of this tiny volcano is
Double Weapon. Zadar can make a bonus attack at criss-crossed with natural stone bridges above, and
1d6 dmg with no modifiers to hit. bubbles with active magma below.

Exploration
DC 15 - If the PCs are surveying the island carefully, as
in looking at the ground and landscape for anything out
of the ordinary, they might find the remnants of a stone
building near the shore that has been buried in lava in
the last hundred years. There isn’t much left, but it
points to the possibility that an advanced people lived
here a long time ago.

Special - For any travellers to Roughshod that are


Elemental mages, or are adept planar travellers, they will
become aware that much of the small island is
superimposed over, or has properties identical to, the
Elemental Chaos. Enthos was supposedly an island
group that was born in the Sea of Worlds, and somehow
floated to the Material Plane. And on Roughshod, that
theory is much more possible. The confluence of the
salty water, green earth, and the air above, and
sub-elements like ash and magma, make this place
microcosm for the Inner Planes.


DC 20 - For powerful adventurers on vacation, at least applies to worn and carried equipment. The adventurers
those who don’t mind walking on lava, the remnants of a then need only reach over a precipice and pull the Storm
Crystal free of the surrounding rock.
technomantic device may be found via an Intelligence
(Investigation) check at DC 20. This check may only be There are also three Storm Crystals at the top of the land
made if a character is in the caldera and has time to look bridges suspended over the caldera. If the party wants to
around. If successful, a lava diving machine may be attempt to grab those, it will take a Wisdom (Survival)
check at a DC 20 to avoid 2d6 heat damage per minute,
found. A spelljammer-like vessel, similar in size and
and a Strength (Athletics) check at DC 15 to avoid falling
shape to a sailing ship, has since been trapped in cooled into the lava flows. If a PC falls, they take up to 5d6
lava. The machine was used by the Torvira to travel bludgeoning damage. The character will then take 6d10
through the elemental planes the hard way. It is well damage from heat and fire each minute until the escape,
beyond repair and excavation, and the interior is no save (assuming the character has no heat protection).
While taking fire damage, the adventurer would need to
inaccessible, but just a sketch of it would be of value to navigate 40+ feet of terrain at half speed to reach the
the right planar enthusiast. edge of the caldera, and to safety. If all goes well,
however, three Storm Crystals at the top are easy to
Activity - Lightning in a Bottle loosen from the stone and take.
Quest giver: Calcus, or through exploration
Frequency: Once After retrieving the crystal, or crystals, four Magmins
Event hours: Any (Basic Rules , pg. 329) will run laughing at the party and
Postponable: Yes attack. They were not summoned, they live here. All four
Loot: 1 to 4 Storm Crystals will fight to their destruction. They will yell taunts in
XP: 100 +200 XP per defeated Magmin Ignan, and if the PCs are using Comprehend Language
runes, they will catch things like: “Hello there flammable
This activity is made for a party of 4 at an average of level friends.” and “When your hair is on fire, I will use you as a
3, that has natural hazards and 4 Magmins. If you want to torch.”. Once the sarcastic Magmins are defeated, the
increase the threat for higher levels, consider adding adventurers can return with the crystals.
more Magmins. For a larger threat, add Fire Elementals
(Basic Rules, pg. 126). Calcus will give the adventurers 100 gp per crystal. If the
party brings back more than one, he will ask that they
Premise: keep it as a souvenir.
Explore the edge of a volcano to find crystal formations.
If the adventurers are brave, and/or were sent by Calcus
to find Storm Crystals, the first step is to approach the 24 Scalawag Key - Marshy island
edge of the small caldera, an 80 foot crater bowl that
Scalawag Key has the lowest elevation of the land in
sinks down 50 feet into lava streams. Over the top of the
caldera, growing from the edges, are natural land Enthos. It can be reached by boat or by swimming. The
bridges. Waves of heat and sulfurous odor make this the key is three small islands connected by tidal sandbars.
least hospitable spot in Enthos. Sawgrass and wild sugarcane grow in the springfed
brackish water, as do stands of palm and mangrove. The
One crystal can be found at the edge of the caldera. It is
easy enough to spot, but to retrieve it, a Wisdom
key is a birder’s paradise, home to flocks of flamingos,
(Survival) check at a DC 15 would be needed to avoid egrets, and herons. Amongst the tall grasses and trees,
being cooked by the rising heat to retrieve it. If failed, the live every bird that can be found on the island.
PC takes 2d6 heat damage per minute, which also
Not many people come out here, there is no formal dock
or any buildings, but a guest named Sorel Akares has
been camping on the wild key for a few days. Sorel is an
Air Genasi visiting from a far-off realm. She became
fascinated with the variety of birds on the small island,
studied them, and eventually began to catalog them. If
the adventurers have been told about Sorel by Trysa, and
her name is mentioned, Sorel’s eyebrows go up, a small
smile will form, and she will pay close attention to what
the PCs say about her. Either way, if the adventurers are
more or less quiet, as not to scare the birds, she will offer
the group to join in the activity below.


Exploration Birds of Enthos
Birding opportunity (See below): 🦜🦜🦜🦜
Fishing spot: 🐟🐟 1d20
1
Bird Type
Magnificent Frigatebird
DC 15 - If the party is actively searching the area, they 2 Bananaquit
may find the ruins of a sugar mill, just the foundation 3 New World warblers
and the remnants of a tower, all but absorbed back into 4 Black-capped petrel
the marsh. Roll a Wisdom (Perception) check at a DC 5 Scaly-naped pigeon
15, and an additional check at DC 15 to find an artifact 6 Loggerhead kingbird
among the ruins; an amber bead bracelet worth about 40 7 Red-legged thrush
8 Western spindalis
gp.
9 Elaenia
10 Pearly-eyed thrasher
Activity - Fowl Finder 11 Trogon
Quest giver: Sorel Akares 12 Rose-throated parrot
Frequency: Repeatable (throughout island) 13 Bullfinch
Event hours: Any daylight 14 Ridgway's hawk
Postponable: Yes 15 La Selle thrush
Loot: Spyglass artifact
16 Hispaniolan crossbill
XP: 10 new per new bird spotted
17 San Andres vireo
Premise: 18 Bridled quail-dove
Assist a birder by spotting various fowl across the island. 19 Purple-throated carib
Sorel Akares would like help verify the birds she’s 20 Scaly-breasted thrasher
spotted around Enthos. Sorel has a small campsite,
where a makeshift table is covered in notes and sketches,
all pertaining to the local fowl. “I’m quite addicted to
25 Wreck of the Battletooth - Beached shipwreck
this.” She will admit. If the adventurers are interested in On another picturesque beach is the wreck of a
birding, then Sorel will lend them a spyglass of fine three-masted brig, crashed and broken open in the sand.
quality (see Chapter Five, Loot for the Eye of the
Horizon), and tell them about twenty birds she has seen
The wreck is a few dozen years old, and has since been
around Enthos, but would like to have verification. stripped of any useful components. The beach includes a
series of tidal sand bars with shallow water connecting
Various locations in the map descriptions have bird icons them, a few palm trees, and a steady wind from the
🦜
( ), including this marsh. Each icon equals one search
southwest. The Battletooth wreck may be searched, but
per day. The marshes of Scalawag Key afford 4 searches.
To begin searching, roll a Wisdom (Perception) check OR there is nothing much to find, just barnacles and rotted
an Intelligence (Nature) check at a DC 12 to spot one of wood. See the activity Fire Festival for specific search
these rarer birds. The spyglass that Sorel loans the instructions.
adventurers will give the user advantage on all distant
vision-based checks, regardless of foggy conditions.
There are hermit crabs that skitter around, and fish
Each successful search roll means that the character has jumping from the water. A peaceful place to escape the
spotted a random bird from the Bird List, and can check twenty-four hour party in the village.
that one off. If the PCs find all 20 types of birds she is
looking for, she will give them the Eye of the Horizon
This is the location for the activity - Fire Festival,
spyglass (otherwise, she will eventually want it back).
started at location 11, Shimmering Plaza. The events of
that activity will not start until speaking with the quest
giver Sir Artor Warnik.

Exploration
Birding opportunity (See below): 🦜
Fishing spot:🐟
DC 15 - If taking a close look, via Investigation, a
character might notice scorch marks in the sand, perhaps
from campfires (this foreshadows the activity’s plot).


Chapter Three: Shipwrecked in Paradise Shops and vendors will offer discounts on light ales and
History and Festivals wines.
Goods and Pricing
Lodging and Hospitality High Sun - This summer festival is marked with lots of
Rums of Enthos alcohol and parties on the beach. Trysa will make
Souvenirs and Trinkets fireworks to send over the cove, as crowds dance around
Climate and Weather bonfires. Water Lanterns glowing amber and yellow will
complete the motif.
History and Festivals
The history of Enthos is murky, filled with tall tails Ale Day - Around the time many ales are finished
spread by sailors, and rewritten to suit the current brewing, pubs will give out free pints, to test their
occupants of the Island. Enthos has no indigenous newest fermented alchemy.
inhabitants, though it has infrastructure built by
shipwreck survivors, and by missionaries representing an Darkday - As the nights get a little cooler, this mainland
elemental-based religion, both from previous centuries. festival is celebrated by dressing up in the Hallow’s Eve
The current occupants of Enthos are a group of tradition, as wicked creatures. Pubs and inns are decked
ex-pirates called the Silksails who have given up their with torn black and gray cloth, representing those who
plundering ways at sea to plunder tourists here on the cannot rest in their tombs.
island. These former pirates realized that they didn't
have to go after coin, coin would come to them. Solstice Yule - At year’s end, as the weather gets its
coldest, and nights the longest, the Yule is celebrated in a
In a dozen years or so, the Silksails and travellers from uniquely island fashion. Gifts are given, not just to
tabroad turned a few modest shacks into a community, friends and family, but to strangers. Visitors and locals
with stone and timber buildings mingling with those will go up to an adventurer and hand them a gift,
made from materials on the island. The first visitors to wrapped or not, sometimes of great value. Guests will be
Enthos saw its natural beauty, and felt its subtle magic encouraged to give their own gifts, of any value. In at
influence. least one case, a stranger in Enthos gifted someone a
three-masted galleon.
It's a known secret that the port is run by former pirates,
though it doesn't seem to bother most folks. Talk of
politics doesn't come up much, as the visitors attempt to Goods and and Pricing
leave their world behind. The Silksails may have come Staples like food, water, shelter, and rum, are reasonably
from a rough past, but they are as much vacationers on valued, but when visitors want to open up the purse
this island as hosts. Running Enthos is hard work, but at strings and spend some of that silver that they've been
the end of the day, or after a long shift bartending all collecting in deep dungeons, the Silksails oblige. And it's
night, there is no better place to rest and recuperate. worth it. The Silksails pirates may have started out
robbing from the rich and giving to themselves, but
Some traditions came with the Silksails from their home found that some travelers were willing to spend more on
realms, such as their yearly festivals. Though Enthos gets a simple convenience than the pirates could plunder in a
great weather year-round, spring and harvest festivals are week, and with none of the hassle.
popular excuses for a party. When running Enthos,
consider timing the PC's visit with one of the following Trade ships come through every few months to resupply
celebrations. the island, and transport visitors from around the world.
The island isn't completely self-sustaining, unless you
Young Year - A new year celebration to raise spirits, and happen to live off of rum exclusively.
raise a glass to some cultures' observation of the year’s
beginning. Taverns and pubs will serve sparkling wine Tropical fruits and vegetables are dirt cheap in small
and sing songs about what people look forward to in the batches (or free from nearby trees), and range from the
coming year. mundane like bananas and pineapple, to exotic fruits
from other worlds.
Spring Flowers - As the aroma of flowers drifts down
from the rainforest, the Shimmering Plaza and inns will
be decorated with brightly-colored banners and lanterns.

Rums of Enthos Price per pint Description
"Copper" 1 cp Copper-color spiced rum with a bite.
"Silver" 1 sp The best rum for mixed drinks. Silvery and smooth.
"Gold" 1 gp Deep gold sipping rum, smooth and addictive.
Enthos Deep Rum 5 sp Black rum aged in the Caves of Enthos. Thick and smooth.
Runner's Rum 9 cp Standard swilling rum, heavily spiced.
Beachrot 3 cp The best worst rum on the island, varies in color and texture.
Sparan's Arbalester Sour Rum 6 gp Deep bronze color, flavorful and hits without warning.
Marester Black Rum 2 gp Heavy, black-brown, distilled deep underwater.
Head Wound Coconut Rum 4 gp Pale yellow color, bottled in coconuts.
Gold Moonshine 8 cp Brass-color, strong bite, and high alcohol content.
Enthos Summer Rum 19 gp Liquid sugary sunshine, aged up to 13 years.

Currency Rums of Enthos


Enthos vendors and innkeepers take all types of coin, The pride of the island is not just its climate and natural
based on metal weight. Though a visitor may receive beauty, it is rum. Rums made from local wild sugarcane
change in foreign currency that might not be accepted in and other sugars is like none other found through the
other worlds. Like coins made from petrified coral. islands of the world (or the Sea of Worlds).
Representative currency, such as iron coins or paper
money, won’t be accepted by sellers. Goods may be Copper rum cost one copper piece and is similar in color,
traded, bartered, and pawned, with favor given to items also for Silver and Gold. A copper, silver, or gold piece
that increase quality of life and luxury. will buy you one pint bottle of these rums, respectively.

Lodging and Hospitality


Note: Rum as Currency - The Copper, Silver, Gold rums
There are several inns and cabins to choose from. Pricing
that are popular on the island are used as an informal
for modest lodgings is about the same as on the currency, as their value is stable and simple enough to
mainland. For more luxurious accommodations, those calculate. Some of the loot on the island, or items sold,
with amenities, and actual plumbing, room service and may be paid out in bottles of rum.
so on, will cost visitors more.
Most taverns, inns, and drink vendors can mix up a
Taverns in Enthos sell a variety of ales, wines, and spirits, drink to make that low-priced rum and other spirits
but a greater variety of rums. more palatable.
Mixed drink prices
Food, Drink, Lodging, and the services of a porter or courier.
Mixed Drinks Price per pint
Food, Drink, Lodging, and Services Cost Mai Tai 8 sp
Vendor snack 6 cp Pina Colada 9 sp
Vendor meal 2 sp Enthos Punch 5 cp
Tavern snack Free Daiquiri 6 sp
Tavern meal 5 sp Hurricane 7 sp
Extravagant meal 5 gp Margarita 6 sp
Ale 8 cp / pint Mojito 6 sp
Wine 3 sp / bottle Tequila Sunrise 8 sp
Hammock on beach 8 cp / night Rum-filled coconut 2 sp
Cabana 3 sp / night
Inn room w/bath 7 sp / night
Rentable cabin w/ bath and kitchen 7 gp / night
Note: Alcohol-free versions of all mixed drinks are
Extravagant inn room w/ bath 10 gp / night available for 2 copper, and perfect for those who do not
Porter 5 sp / 4 hours imbibe. There is a non-alcoholic rum simply called Cane
Courier (main island only) 3 sp / message Draught, that is a spicy rum-flavored extract added to
Gratuity not included fruit juices, also 2 cp per pint.


Souvenirs and Trinkets Climate and Weather
Want to buy a gift for your friends back home? There are The island and surrounding Warwind Straits has
many items available to take back the mainland, and not beautiful and chaotic tropical weather. There is a
all of them are complete junk. Not all items will be hurricane season, and a winter that can get a bit chilly.
available all the time, at the DM's discretion. Roll a few The nights will be cool enough for a fire on the beach,
times on the table to see what the PCs might find while and the days are blessed with sea breezes to keep the
browsing for a memento. sun’s heat at bay.

Souvenirs are available at the Enthos Mercantile, the The mystic energies that surround the island extend all
Shimmering Plaza market, and at vendors around the the way to the horizon. The weather in Enthos can be
island. chaotic, and afternoon storms may cut a beach trip
short, but after the rain stops, one may witness sunsets
1d100 Souvenir Trinkets Cost unrivaled in this world or any other.
1-5 Shark tooth necklace 2 sp
6-10 Shell necklace 1 sp Choose weather conditions on the following table to
11-16 Flower necklace 5 cp plan a day on Enthos, or generate one randomly, keeping
17-18 Petrified coral 1 gp an eye on the time, with weather transitioning to a
19-20 Luminescent stone 5 gp
perfect sunset, found on the second table below.
21-27 Coconut shell mug/waterskin 1 gp
28-33 Shell bracelet 5 sp
34-38 Decorated Enthos stone 3 sp Random weather and duration.
39-41 Enthos beach sand vial 1 sp 1d12 Weather transitioning to Duration Up to
42-44 Colorful Tunic 3 to 9 sp 1 A gentle breeze 1d6 hours
45-50 Enthos palmwood mug 2 gp 2 Light rain 2d10 minutes
51-56 Hair charm 1 sp 3 Big storm with lightning 2d8 minutes
57-60 Beads 5 cp 4 Lighting storm 2d6 minutes
61-67 Painted shell 5 cp 5 Cold ocean wind 1d4 hours
68-72 Earrings / face jewelry 2 sp 6 Warm wind 1d8 hours
73-75 Petrified oral ring 5 sp 7 Wind carrying flower smells 1d6 hours
76-79 Painted Straw hat 3 sp 8 Bright and sunny/ bright moon 1d6 hours
80-82 Nihe talisman, holy symbol of Enthos 1 gp 9 Partly cloudy 1d6 hours
83-84 Pet companion - Tropical fish 20 gp 10 Humid mist 2d20 minutes
85-90 Pet companion - Green Anole** 50 gp 11 Wind carrying flower petals 1d4 hours
91-93 Amber carving 100 gp 12 Steady downpour 2d12 minutes
94-96 Insect in Amber 150 gp
97-98 Storm Crystal* 100 gp
99 Motor Agate charm* up to 3k gp
100 Pet companion - Coin Crab** 7,000 gp
*(see Chapter 5, Loot) **(see Chapter 5, Bestiary)

Random sunrise / sunset appearance.


1d12 Sunset / Sunrise
1 High clouds, pink orange sky.
2 No clouds, yellow orange sky, reflecting on the waves.
3 Red orange sky, purple clouds.
4 Yellow and deep blue clouds and starry sky.
5 Rays of shimmering light in a yellow pink sky.
6 Deep blue, purple, and bright orange clouds over a still sea.
7 Yellow orange thunderheads with heat lightning.
8 Deep blue clouds with heat lightning, and pink upper clouds.
9 Nearly complete color spectrum of clouds, going from yellow to purple.
10 High detailed red clouds on a deep blue-purple sky with stars showing.
11 Dusty rose sky with yellow highlighted clouds.
12 Yellow gray mist glowing with pink rays of sunlight.


Chapter Four: Sailors and Sightseers Alineer - Skillful, social, diplomatic
The people of Enthos Alineer is a chef working at the Red Cat. She is a gnome,
65 years old, and, if not working, will be found in
The following is a list of NPCs to run in Enthos, well-tailored clothing and mingling with the guests.
including locals and guests. There are many NPCs with Alineer has long blue hair and beautiful gray eyes. She
different goals and personality traits on the island, that wears white and gold cloaks when out for a night.
they might be tough to role-play. For each NPC, there
are three personality traits for quick reference that will Archmage Calcus - Astute, creative, pedantic
help to give them life. Many NPCs have ‘can be heard to The Archmage Calcus is a human man in his sixties. He
say’ suggestions as well; incedental dialog to be used prefers sturdy clothes with hard leather plating to mage
depending on the situation. robes. Calcus runs the Mana Council in the village. He
has a few apprentices scattered around the island, but
Note: There many more as-of-yet unnamed guests and prefers to work alone. He will keep updated on the
locals that are out and about on the island than those adventurers, through rumor, to make sure they don’t
listed, please introduce and replace NPCs as needed to cause too much trouble. He is a quest giver for the
make Enthos your own.
Activity Lightning in a Bottle, and will be mentioned
during other quests and tasks.
NPCs are listed in alphabetical order by first name or title. Can be heard to say:
“I am busy, but not too busy to be inundated with more
Alares - Beaming, charming, enigmatic work.”
Alares is a half-orc planeswalker, a guest on the island. “My prices are set. Haggling insults us both.”
She is 35 years old, and wearing an interesting array of
armor and robes. Alares is waiting for her party to show Baylor Reden - No-nonsense, sharp-witted, diplomatic
up to celebrate an important event, one of her friends is Baylor is Enthos’ harbormaster, found at Rumrunner’s
with child, and they are planning a baby shower of sorts. Cove. He is a workaholic, and rarely takes a day off.
Trysa is making fireworks for the occasion. See location Baylor is a tall half-elf, and his human futures are
5, Trysa's Tinctures, for the Activity Boom, Pregnant. dominant. He dresses neatly, and his uniform is always
neat, tidy, and navy-like. He is 56 years old.
Albenor Strythe - Cavalier, cocky, creative Can be heard to say:
Albenor is a 120 year old drow artisan hired by Captain “Aye, your ship will be safe when docked here. And if my
Remy Drot to repair and redesign the great hall. He word isn’t good enough for you, Keros is 200 miles
wears worker clothes, and usually has a drink in his thataway.”
hand. Albenor (who goes by Strythe) is easy to get along “I’ve seen bigger ships than this island.”
with most of the time, though he is a narcissist when it “Pickpockets? Sure, probably a few around. My advice,
comes to his work, and has a volatile artist's wear clothes without pockets.”
temperament. He spends his holiday in Enthos every few
years, and lives and works in Sigil. He is bringing Bedaro - Industrious, impatient, good-humored
otherworldly architectural styles from across the planes Bedaro is a halfling merchant working as a porter. He is
to this humble island. Strythe is also an accomplished 22 years old, has long brown hair and dark eyes, and a
archer and boyer. He has a crush on half of the people on braided beard. He wears bright blue clothing so he’s easy
the island, but his personality manages to warn most to spot. If hired, he will go to almost any length to make
romantic interests away. Strythe is the quest giver for the sure his employers get what they need, but he will roll his
activity Stud Finder, at location 9, Great Hall. eyes at ridiculous requests. Bedaro is in Enthos to make
Can be heard to say: money and learn about the world, but it’s not his career.
"Art is temporary, but an artist’s vision lives through the Can be heard to say:
ages." “Coin turns the world.”
On his architecture: "No one is better than me at what I
do, and if they are, they are faking it."


Billie Goblin - Fun, shy, easily excited and is 40 years old. He keeps to himself, but enjoys
Originally a Silksails crewmember. She is 26 years old, joining a crowd in drink and song. Gedrim can be found
and an accomplished sailor, navigator, and merchant. exploring the beaches in the day.
Billie is an orc woman that had developed a reputation
for being delighted at fairly mundane events and Glin - Worried, sardonic, disrespectful, petrified
circumstances. She once found a treasure chest, filled Glin, who is titled Regent Glin Ort Graytree Heten
with old brass pots and a few copper coins, yet she still Kalor, is a member of the Kalor royal family, in a fiefdom
exclaimed with joy upon the discovery. The last name made up of Halflings, Dwarves, and Goblins. Kalor is
‘Goblin’ came from a story about her dancing with a often wracked with war and political infighting. Glin
crew of goblin pirates at a port. wants nothing to do with it, whether he is made of stone
Can be heard to say: or not. Before he drank a petrification potion to avoid
“This is the best ale I have ever had, and I don’t like ale. I Kalor's seat of power, Glin was always nervous. Even in
like ale now. Ale is, and always has been, my favorite.” Enthos, he could not relax. If and when he is revived, he
“I could marry this sunset, and then we could settle down will not be greatful, and won't speak to anyone he sees as
and have a whole family of sunsets.” beneath his station. With the exception of Gulbi, who is
"I don't drink bilge water!" perfect to keep around for yelling at. Glin might be his
best self when he is frozen on a pedestal to shade the
Captain Remy Drot - Charismatic, bombastic, witty Shimmering Plaza. Glin the is the subject of the activity
Captain Remy is a human rogue, once in command of a Statue of Stature.
fleet of pirate ships for an organization known as the Can be heard to say:
Silksails. He is currently the unofficial mayor of the “...”
Enthos port village and bartender at the Brassy Casket. "Excuse me, peasant, can you tell me where the nearest bath
He is 58 years old, swarthy, tall, and muscled. He is a is, or is that not a word you know?"
master with a cutlass, and a pretty good singer. He likes "If our enemies don't kill me, someone in my family will.
to bluster and exaggerate, but when things get serious, he And it might be both."
gets serious. He will pretend to be a simple bartender, "Gulbi, fetch my coins. Pay this man his shiny disks that he
without revealing his true station on the island or his seems to love so much."
past. Remy will try to make sure the guests and locals get
along. He used to be a ruthless pirate, though he has Grel Torson - Affable, skillful, energetic
softened in his later years, and has come to realize that Grel is a human ranger who traded the frozen mountains
there's more to life than plunder. Captain Remy is the of his homeland for the crags of Enthos. He is 27 years
quest giver for Potion of Cure Scurvy found in old, and dresses in deep grays and blues. He is a natural
Chapter Five. born climber and enjoys the challenges of the island’s
Can be heard to say: broken hills. Grel is the quest giver for the activity A
"I'm fine with pirates coming to my bar, if it's just to drink." Vacation from Gravity.
"Well liquor is water, top shelf liquor is milk." Can be heard to say:
“One move after the other, and the top is yours.”
Garato Nerin - Eccentric, easily-distracted, clever
Garato is the younger brother of Sela Nerin. He is 28 Gulbi - Duplicitous, irresponsible, manipulative
years old, a bit of a dreamer, not as analytical as the Gulbi is a dwarven rogue who once worked as a tutor for
average engineer, and completely dependent on Sela. He Glin, the statue in Shimmering Plaza. Gulbi has
wears robes with lots of pockets, mostly filled with idea tattered blond hair, is 63 years old, and dresses like a
notes. Garato is the quest giver for Plumbing the tourist. He is a guest on the island, and has been for
Depths found in Chapter Five. months. He was originally sent by the house of Kalor to
Can be heard to say: find Glin, but never got around to returning home to
“I have a new project, listen to this…” (Followed by a give Glin's family the news of the whole turned to stone
meandering description of something unintelligible.) development. Most of the time, Gulbi is hustling on the
“All of these ideas are going to, someday, fall into place and island, gambling, borrowing, and picking pockets to
become something amazing.” extend his stay as long as possible. If Glin is revived, his
vacation will be over. He will try to get some coins from
Gedrim - Helpful, professional, gregarious the adventurers, but will not pick their pockets unless
Gedrim is a halfling working as a cook at the Brassy there is silver spilling from their belt. He might offer to
Casket. He has tangled copper hair and light blue eyes, work for the PCs doing any number of tasks, but he


probably will not follow through. Gulbi is close to being me shoot anyone that passes. Never did fire that bow."
asked to leave, or worse for him, banished from the *stares into middle distance*
island. Gulbi is a quest giver for the activity Statue of "Buy me a drink or I'll burn your ship to the water. I mean,
Stature. hello mate, how is your night?"
Can be heard to say:
"Excuse me dear sir, if your gold is weighing you down, I Jelar Sen - Vain, talented, dramatic
would be my distinct honor to help you carry it, to share the Jelar is a high elf bard with a golden voice. He wears
burden." silver and black quilted velvet outfits as he croons at the
"A round for the house!" (Drinks start flowing, he grabs Red Cat. He usually cannot be bothered by guests of
one, and never pays.) Enthos, but he will put on the charm when he needs
something. Jelar loves the sound of his own voice, and
Heder Ginsi - Cavalier, indifferent, entertaining assumes everyone else does as well. Jelar Sen is the quest
Heder is a halfling fighter-mage who is a guest on the giver of the activity All by Myself.
island. He is 35 years old, and wearing travellers clothes, Can be heard to say:
though he has his masterwork armor close at hand. “Yes, the sunsets are beautiful, but what you will remember
Heder is a corsair and guard for merchant ships making of this island is the music.”
the perilous journey from sea to sea. He has white hair, “I can see by the tears in your eyes that I have moved you
along with a sharp goatee. He is a decent sailor, though with my melodies. Savor the moment.”
an inexperienced drinker. He will most likely be
encountered drunk on the beach. Kolo the Fishmonger - Laid-back, sagely, a hugger
Can be heard to say: Kolo is 30 years old, ten feet tall, is either dressed in an
“Pretty sure they parked the ship over there. No, over there, apron or swimming trunks. He is always relaxed, and
in the water.” will others find that same level of relaxation. He loves to
fish and swim, and just lay on the beach. If insulted for
Hurdy Gurdy Jinn - Quiet, wise, slow to anger any reason, he will laugh and brush it off, and give a
Jinn is a gnome bard, he is 123 years old and lives compliment in return. Kolo is the quest giver for the
offworld and regularly sails here to visit. He will head to activity Fish Fight.
the taverns on clear nights to perform his music. Jinn has Can be heard to say:
strong arms and an honest smile. He wears sailor's “No hurries here on Enthos. The tide doesn’t, so I won’t.”
clothes dyed blue and gold. Jinn is an expert on the “Catch some fish, have a few laughs.”
hurdy gurdy, and an accomplished playwright and actor.
Can be heard to say: Mevira Githiel - Pleasant, mirthful, stylish
"The reward for our days passing too quickly, is the beauty Mevira Githiel is a dwarf merchant who works as a
of a setting sun." vendor on the beaches and in the Shimmering Plaza.
"I have been around this realm and a dozen others. Yet I She is 55 years old, has black hair and sharp green eyes.
am called only to this place." Mevira wears elaborate robes, and tends a rolling cart
full of basic goods and some magic items, including
Jack Raven - Wild-eyed, guileless, unhinged Comprehend Languages rune stones. She is one of the
Jack Raven is a human rogue, 34 years old, covered head Archmage Calcus’ informal apprentices, and is in the
to toe in naval tattoos. He runs the Ethos Mercantile, process of learning magic.
spending most of his time there. He was a jack dusty for
the Silksails. He is handsome, and cordial, and he might Olira Sohun - Sarcastic, short-tempered, bombastic
be a little bit mad. Jack usually goes shirtless and Olira is a human rogue, originally a corsair, currently a
shoeless, and will carry an array of knives on his belt. He bartender working at the Arbelist Tower. Olira is 32
is a savant at languages, able to read and write over a years old, and has a distinctive set of arcane tattoos,
dozen, having traveled his whole life. If asked about his including a rib cage design on her shaved head. She wears
part in the Silksails sea shanty, he will say he has never fine merchant's clothes that you can move in, and she is
had better eyesight. Jack Raven is the quest giver for the always moving. Olira is a great bartender, but only does
activity Tacky into the Wind. so for a few hours a night. Instead, since the Arbelist
Can be heard to say: Tower is a free-for-all, with guest bartenders, she runs
"The Jack Raven blockade? They set me up on six barrels the day to day operations. When not working, she is
lashed together, gave me a bow, gave me forty arrows, a pint diving the reefs, and climbing the hills and crags. She
of ale, pint of rum, and a loaf of bread. Set me adrift. Told will like you if you are nice, and if you stay out of her


way. She has worked all over the Warwind Straits, and well-liked.
has sailed with smugglers and pirates, and knows how to Can be heard to say:
handle rough customers. Olira is the quest giver for the “A pint after a hard day’s work tastes much better than one
activity Love me Bartender. after a day of rest.”
Can be heard to say: “Enthos is less a port than an oasis.”
"You break it, you clean it. I break it, you clean it."
"Finish your drinking contest before starting another one." Sela Narin - Practical, deep-thinking, exasperated
Sela is a dragonborn mage, is 32 years old, and is the
Orgul Dorgur - Stubborn, sharp, analytical owner of Buller’s Pub. She will do anything for her
Orgul is a retired airship pilot nearing 300 years old. brother, and is trying to make him more self-sufficient.
Orgul is familiar with many technological devices and She is an accomplished magic user; a match for the
their operation. When Orgul picked the spot for the Archmage Calcus, with whom she is a close friend. Sela
Pintwright, it was for the sunset view, which overlooks is a part of the quest Plumbing the Depths found in
the tall rainforest hills, island crags, waterfalls, and the Chapter Five.
perfectly still cove, all adding to final nightly painting to Can be heard to say:
the west. Orgul built the Pintwright by hand, and hasn’t “Running a pub is every bit as complex as writing spells.”
stopped building or brewing or planning the next “If this doesn’t kill us, then I’ d be pleasantly surprised.”
project. If they do take a break, it’s to float in the cove
and stare into their former home; the open sky. Orgul is Sir Artor Warnik - Nervous, Serious, Secretive
the quest giver for the activity How to Lose a Drinking Sir Warnik is a human fighter, about forty years old. He
Contest. dresses well, is usually calm and collected, but his
Can be heard to say: missing helm is making him nervous. He has been
“One more pint for the evening, and then one more after searching the island for days. He will be found
that. And so on.” wandering Shimmering Plaza, or at the hidden Plaza
“Sometimes there’s a Strath capital ship moored outside the Pub. Sir Warnik is the quest giver for the activity Fire
cove. It’s gets in the way of my sunset, but it is an impressive Festival.
piece of machinery.”
“If I had to calculate how many times Captain Drot let Sorel Akares - Sly, soft spoken, passionate
smugglers use his cove, well, it’s twelve. Twelve times.” Sorel is an Air Genasi with blue-violet skin, deep blue
hair, and is wearing light armor. She is addicted to
Ralhalamar - Cryptic, single-minded, ruthless birding and won’t talk about much else. She is fascinated
Ralhalamar is a tall human woman, wearing light armor by Trysa, however. Sorel will be suspicious of the
and carrying a staff on her back. She has an ageless look, adventurers at first, but if they show interest in spotting
and steely eyes. She was sent to Enthos by a mysterious birds, she will open up. During night hours, she may be
benefactor to keep an eye out for any visitors that might found at the Plaza Pub. Sorel is the quest giver for the
be able to handle themselves in a fight. If she spots activity Fowl Finder at Scalawag Key.
anyone fitting that description, she will learn what she Can be heard to say:
can then leave the island to report what she’s found. She “Some like cutting stone, or taming steel. I simply want to
is stealthy and covert, socially and physically, and may observe these simple creatures, who seem to have it all
not be easily found by the adventurers. figured out.”

DM note: The presence of Ralhalamar on the island is Terema Rai - Mysterious, sarcastic, mournful
foreshadowing for possible later events, but the DM may Terema is a tiefling warlock who carries a 60 pound boat
decide to keep intrigue out of the game. To learn more anchor around with her, claiming it is her Dimensional
about her intentions, go to Chapter five, the section Anchor. She is 23 years old. She is dressed like a
What’s next for Enthos. merchant or royal, though she also has a set of
shimmering scale armor. She had been previously
Renn Valare - Hard-working, quiet, generous banished from Enthos for unknown reasons, but found
Renn is a human woman who works as a stevedore at the a way to return using her supposedly magical anchor.
Trader Docks. She is the de facto foreman, and makes The anchor is tied with a rope around her waist, which
sure that all the ships that the harbormaster, Baylor she leaves next to her while drinking in the taverns. She
Reden, sends her way are ready to load or unload with visits the island a couple times a year. (If the rope is cut
the day’s exports and imports. She’s trustworthy and severed she will indeed disappear, re-banished back to


her home plane.) He isn’t happy about his pirate neighbors, as he came to
Can be heard to say: Enthos to get away from crowds. He is an accomplished
"Yeah it's heavy, doesn't it look heavy?!" fighter, in and out of the gladiatorial arena, and is a
"I hate to see you go, but I love to see you piss off." master as his double-bladed gladius. The only thing that
makes him happy these days is a good fight challenge.
Thrumin - Skeptical, brash, lusty See the activity Hermit Kingdom at Location 22. .
Thrumin is a dwarven barbarian, in reptile-leather battle Can be heard to say:
gear. She is a visitor who is new to Enthos. She has “You must have taken a wrong turn, the gift shop is that
close-shaved copper hair, and carries two spiked way.”
hammers. Thrumin recently arrived at port, via a “Fight me, or fight your regret. You won’t find a better
merchant ship, and is looking for romance and challenge on the island.”
adventure.
Can be heard to say: Zeten - Strong-willed, patient, open-minded
“This place sure is nice. What’s wrong with it?” An orc cleric of a deity called Niherim, Zeten sees to the
spiritual needs of the locals, and provides a space for
Trysa - Friendly, awkward, curious followers of many faiths at the Pantheon and Giftshop.
Trysa is the island’s healer and alchemist. She’s a Firbolg She keeps an open mind when it comes to people of
woman, wearing layered robes and an array of harnesses different beliefs, and reserves judgment about other
and pouches for tools and ingredients. She runs her shop people’s gods and religious practices. She will be pleased
Trysa’s Tinctures like her own little fiefdom, and has as to meet a follower of a faith she’s not heard of. She would
number of magic and mundane traps set at night for chat with clerics or paladins for hours if they let her.
anyone dumb enough to break in. She is 77 years old. Zeten is a quest giver in the activity Throw Me the Idol.
Trysa is the quest giver for the activity Boom, Pregnant. Can be heard to say:
Can be heard to say: “Our gods follow us wherever we go, and when you bring
“Welcome to my shop. If I don’t have what you’re looking them here, they enjoy Enthos through you.”
for... then I am very sorry.” “There are opposing deities represented in this pantheon,
“I have found that the people of Enthos, and the visitors, are and if we can get along, so might they.”
all like a tribe. We work and play together, and I have no
doubt, if trouble came along, we would fight together.” Ziri - Trenchant, shrewd, accommodating
“See you next time! Not that I want you to get hurt and Ziri is an elven porter, who is for hire at the Sunset Beach
return for healing. Well, I do, but...” and the Brassy Casket. She is 129 years old and wears
work clothes with a lot of pockets. Ziri has straight
Val Regaran - Cordial, cunning, insightful blonde hair and amber eyes. Ziri has an animal
Val is a tiefling fighter who uses a battle wheelchair companion, a fire-orange fox named Sep who likes
decorated like a warship. She is 36 years old. Val dresses attention.
up for any occasion, including decorated armor. She is an
expert at firearms and polearms. Val is a permanent
visitor in Enthos, though will make trips to Sigil via the
Mana Council. She is independently wealthy, but will
often pitch in her time to help the innkeepers and shop
owners around the village. She is fond of Shimmering
Plaza, especially during festivals. When Val shows up at a
tavern, she will buy a round for the house.
Can be heard to say:
"There is an army of drunks here every night, but luckily,
no general."
"A round to the house and her guests. May this night never
end!"

Zadar Adrosis - Ornery, matter-of-fact, haunted


Zadar Adrosis is living as a hermit on Ramshackle Key.
He is half-orc, 52 years old, and has bronze skin covered
in yellow and white tattoos from his desert homeland.


Chapter Five: Not in the Brochure Torvira Cave Ruins exploration goals:
Quests Through exploration, the adventurers will have to figure
Optional Rules out why they are really there. Being sent to find “some
Besteriary kind of thing” is a vague goal, but by studying the clues,
Artifacts and Loot the goal should become clear quickly. If they survive the
gargoyles.
What's Next for Enthos
1. Find Journal Entries 1 through 5.
Quests 2. Find the Planar Calendar.
3. Find the Lid to the amphora.
In addition to the location Activities, the quests of 4. Dive down to the sea floor and retrieve the Ice
Enthos are detailed in this chapter. They are Potion of Amphora.
Cure Scurvy and Plumbing the Depths. With a few
exceptions, the quests and activities can be done in any To learn about and retrieve the Ice Amphora, there are
five journal entries scattered through the small dungeon.
order. They will mostly likely be found out of order, but luckily
they have dates recorded. Not all of the entries are
Potion of Cure Scurvy needed to find the artifact, but it will help.
For average party level: 5 or higher
Quest giver: Captain Remy Drot at the Copper Cask The dates use month names that will be unfamiliar to the
Quest hours: Any party, but found in the caves is a planar calendar that can
Postponable: Yes be used to cross reference the dates and put the journal
Threats: 4 Candescent Ooze, 2 Coquina Gargoyles entries in chronological order.
Loot: Various loot found through cave ruins, and cask of
expensive rum from Capt. Remy upon completion In whatever order the clues are found in, the lid must be
XP: 400 xp +Monster XP (1300 for full threat) brought down to the Ice Amphora to seal it shut (it is
otherwise unmovable), and then it’s time to return to
This quest is made for a party of 4 at an average of level Captain Remy, where the payment awaits, a quarter cask
5, using 4 Candescent Oozes and 2 Coquina Gargoyles. of Enthos Summer rum (13 gallon cask, valued at 2000
gp)
Premise: What is supposed to be a simple task will
become a dungeon crawl in search of a magical artifact. Use the following dungeon map and area descriptions to
Explore the ruins of the Torvira Laboratory to find the Ice find the necessary clues.
Amphora, a vessel containing magic tapped from the
elemental plane of ice. Captain Remy wants this
mysterious artifact to make icy mixed drinks to “cure
scurvy” with fruit-filled alcohol. The adventurers must
discover clues to find the Ice Amphora, which is hidden
somewhere unexpected.

Setup: Captain Remy asks the adventurers to help him


find the missing ingredient for his mixed cocktails, "An
ingredient that will change the whole island.". A treasure
map in the possession of the Vampirate Baron Redara left
a clue about a valuable artifact somewhere on Enthos’
main island. He claims that the Torvira cultists, who left
well before the current inhabitants arrived, left the secret
he is looking for. Remy says that there are caves in the
hills that might provide a clue, and to head to Location
21, Torvira Standing Stone to begin the search. He won't
go into much detail, but he promises a hefty reward. He
won’t be forthcoming about what he is looking for, but if
pressed, he is hoping that it is an element-based magic
item.

Prep: The adventurers can head out right away, or


postpone the quest after securing accomodations and
exploring the island. "It ain't going anywhere." Captain
Remy will say he can wait to get his prize. At the last
moment, he will suggest the party gear up, since they
might need their weapons in the surrounding rainforest.
Before the PCs make it to Location 21, read up on the
terrain and the standing stone entrance.


Torvira
S C A L E

5 ft.
Laboratory Per Sq.

3 4

1 2

7 6

10

11


Torvira Laboratory map areas Year 222, Month of Dread, Cortallis, priest of and servant
of the Divine Torvira
1 Entrance By this primal light I record my last page as a mortal on
Behind the standing stone in location 21 is a cave this plane. The island no longer tolerates our presence.
entrance that is 10 ft. wide and 8 ft. tall. It is overgrown We peered too deep into the elemental workings of the
with vines and bushes, but not concealed. It is dimly lit, place, and we are being washed away. The rest have left,
though light emanates from deeper in the cave. The but I will remain until the light ceases, and then find
adventurers will notice that the cave has mason work on another world to begin the work anew.
the floor, similar to the outside, and the walls have been
carved and chiselled to widen the passage. There is a
somewhat acrid smell coming from within the cave. The 5 Waterfall curtain
adventurers will hear rushing water echoing from deeper This stunning chamber is filled with light coming through
in. a waterfall tumbling down the cliff face. If exploring
during the right time of day, a dazzling show of rainbow
2 Art hall light dances around the cave to the sound of crashing
More light spills into this chamber, from the west, water. If seen at night, eerie moonlight and mist provide
mingling with a violet glow coming from a crevice. There enough light to read by.
is a concealed entrance to Chamber 3 here. The ceiling is
about 12 ft up, where a mist rests. This antechamber was There is a subterranean lagoon on the cave-side of the
used as an art gallery, and small tapestries once hung on waterfall, it is filled with crystal clear water. This basin is
the bare stone, but all that is left is decayed fabric and actually part of the aquifer system feeding the waterfall.
some brass rods. The basin has a smooth bottom that drops suddenly,
which connects the waterfall above it. From the outside,
3 Glowing privy it looks like one waterfall.
The entrance to this chamber is less than 4 feet across.
Inside there are luminescent plants and algae giving off If the adventurers wish to make a quick exit (which they
purple and aqua colors. The light is pulsing slowly. This might have to), they can attempt to ride the waterfall
area was once used as a washroom, and there there is a down 70 feet below into a pond. This water slide is a bit
basin in the middle of the chamber. The ceiling is about 7 dangerous, however fun, and the ride will cause 2d6
feet high. There are two Candescent Oozes in here, and points of damage.
they will attack if the adventurers get too close to the
glowing plants along the walls. Loot can be found when There is a set of connecting stalactites and stalagmites in
the oozes are defeated, 2d8 gold pieces, a silver dagger, the top corner of the chamber, where a bronze Planar
and a page torn from a journal. This is Journal Entry Calendar can be found (via an Investigation check at a
number 1. DC of 10), which tracks time across the Inner Planes. It is
oval-shaped, about the size of a big serving plate. Value
221, Month of Milk and Gold - Atra Voran, in service of 300 gp.
the divine Torvira
A luminous wonder! I can’t believe the beauty of these The calendar dates correspond with a 12-month year,
specimens. Reminder: Come back to collect a sample. and how the months represent the elements. Use the
This natural magic light will provide the key to the tapping calendar to put the journal entries into the correct order.
into the paraelemental energies here. Clarification: By
‘get a sample in the privy’, I mean the luminous plants.
Planar Calendar months
Candescent Ooze stats can be found in Chapter Five,
No. Month of
Bestiary.
1 The Labyrinthine
4 Discussion hall 2 Mystra
This is a 30 foot tall chamber that is lit from above (if 3 The Threshold
exploring in daylight or moonlight), with numerous 4 Ether
stalactites and stalagmites. If searched, there are a few 5 Dread
broken chairs and bottles from ages past. The Torvira 6 Milk and Gold
would come here to talk, have a drink, and break bread. 7 Celestials
Along with crashing water, there is a sudden stone 8 The Furnace
against stone sound that echoes from the east.
9 The Ashen
10 Rising Shadow
A few empty pieces of parchment are scattered about,
including this journal entry. This is Journal Entry number 11 Graves
5. 12 The Woven


6 Freshwater well 8 Workshop
This section is where the cave begins to become a The center of this room has two workstations mounted
laboratory, with masoned walls. The room should be lit, on a pillar that light up when anyone enters the room.
depending on the time of day, by sunlight finding its way Magic lights, which appear to be Water Lanterns, cast a
through a clever pipe system that takes water from the diffuse amber glow. The workstations on each side have
aquifer and deposits it into a trough. There are old cups two benches with dust-covered tools, one set for working
and bowls to be found, ancient clay pottery and metal stone, and the other for working fine metal parts. The
rings from long-decayed buckets. There are the tools are in decent shape, and worth about 20 gp for
remnants of tables and chairs in the center of the room, each set.
in a pile. Beneath, two Candescent Oozes will burst out,
sending old wood debris in every direction in a surprise The Torvira used this workshop to make elemental magic
attack. devices. There is a journal page here. This is Journal Entry
number 4.
There is a tapestry to the hall to chamber 8 depicting the
elemental planes in concentric circles. It is brittle and will Year 222 Month of Ether - Cortallis, priest of and servant
begin to crumble if moved. of the Divine Torvira
We decided to keep the Amphora close at hand. The
7 Portal pool stopper we devised should be enough to keep everyone
This room at first appears to be the source of another safe. This could have gone better (poor Atra) but the
well, but is a saltwater pool. The pool is in a raised basin paraelemental planes converge here like nowhere else, so
with steps on the sides. Upon closer inspection, the pool I would consider the experiment a success.
is very deep, and depending on the time of day, the
adventurers will see coral reefs and fish beneath
(bioluminescent coral and Twilight Rays if exploring at 9 Hall of Radiance
night). The pool is actually a small portal to the barrier Magic lighting is already active in this area, since there is
reefs near Enthos. This was an entrance for the Torvira, a Coquina Gargoyle pacing in this ceremonial hall. It will
who often travelled underwater. walk up to the adventurers (if they are not being stealthy)
to see if they are Torvira. Since they are not, it will attack.
Directly below the surface of the pool, about 90 ft. down,
on the sea floor, is a stone ruin, also constructed by the Once the gargoyle is dispatched, the room may be
Torvira. It has a series of now broken columns inspected. Four columns represent the four primary
surrounding a round platform. If the adventurers want to elements. The end of the room is lit by a series of mirrors
explore this now, by swimming down, or at least testing that bring the light down from the hilltop. Upon a raised
the water, they will see that the portal is two way, and stage is a stone table, with space for four people to
they may return. A blink shark circles nearby but won’t overlook the hall. The chairs are gone, but upon the table
become aggressive. is the lid to the Ice Amphora among broken pottery
pieces.
Diving down to the ruin platform below might be a bit of
challenge, but if an adventurer can make it, they will find A stealthy PC could work their way around the columns
a flat, round stone surface made to cover something. The and grab the lid. The Chapter Five, Bestiary the
only other thing of note, is that the water is significantly information for Coquina Gargoyles.
colder here than would be expected.
10 Quarters and kitchen
This is the location of the Ice Amphora, a Torvira The statue in the top corner of this room is a Coquina
experiment gone wrong. Many of the Inner Planes are Gargoyle, and will step down from his pedestal and
represented on Enthos, but not paraelemental planes of inspect the adventurers as soon as they enter, potentially
cold or ice. The Torvira made this elemental artifact in bottlenecking them in the hall. Since they are not Torvira,
their workshop, but it generated too much ice, so they the gargoyle will to attack.
stored it under a stone cover. A Strength (Athletics) check
at a DC of 15 will move the stone and reveal the Ice The rest of the room is in bad shape, the remnants of
Amphora inside. The water gets colder, and small ice bunk beds, chests and shelves will wield little if searched.
crystals start to form out of the vessel. The ice crystals However, on a desk is a journal page. This is Journal Entry
can be broken through to put the lid on the amphora. number 3.
The artifact can then be transported. (The Amphora
cannot be broken or destroyed by mundane means, but Year 222, Month of The Threshold - Jalen Vek,
if dropped, the lid might fall off.) Novomancer in service of the divine Torvira
They finished the Amphora, and it is powerful. Not a brag,
The Ice Amphora will be frozen in place until the lid is fit but a warning. It’s freezing in here. It will take years for the
on top. magic to subside. In the meantime, once again, the
elemental magic of this small island has been
underestimated by our priests. And, once again, the
mages will have to come up with a solution. I think the
amphora should be thrown in the ocean.


Year 222 Month of Ether - Cortallis, priest of and servant
11 Unfinished expansion of the Divine Torvira
This unfinished chamber is a mess, cluttered with boxes, We decided to keep the Amphora close at hand. The
barrels, and rusted mining tools. There is writing on the stopper we devised should be enough to keep everyone
walls, in Primordial language, the Aquan vernacular safe. This could have gone better (poor Atra) but the
(random thoughts and musings about the Elemental paraelemental planes converge here like nowhere else, so
Chaos), and a note written on a slip of parchment. This is I would consider the experiment a success.
Journal Entry number 2.
Year 222, Month of Dread, Cortallis, priest of and servant
Year 221, Month of The Woven - Itrum Nor, servant of of the Divine Torvira
Torvira By this primal light I record my last page as a mortal on
These fools. I told them, you cannot put the ring back into this plane. The island no longer tolerates our presence.
the bell. But I will laugh last. Once the Ice Amphora is We peered too deep into the elemental workings of the
built, and all of the elements and their children are place, and we are being washed away. The rest have left,
released, only the real Torvira will survive. Let ice burn but I will remain until the light ceases, and then find
through this crucible. another world to begin the work anew.

The loot here is gem dust used as spell components


totaling 100 gp worth and 5 pearls worth 10 gp each.

A tiny passageway leads to the surface if the PCs need an


escape. The gargoyles won't be able to follow, but it will
take climbing checks to get to the top at DC 15.

Completing the quest:


Once the Ice Amphora is delivered, Captain Remy will be
overjoyed, and will give the adventurers a quarter cask of
his finest rum, and will summon them when his icy mixed
drinks are ready to try.

Journal Entries in order:

221, Month of Milk and Gold - Atra Voran, in service of


the divine Torvira
A luminous wonder! I can’t believe the beauty of these
specimens. Reminder: Come back to collect a sample.
This natural magic light will provide the key to the tapping
into the paraelemental energies here. Clarification: By
‘get a sample in the privy’, I mean the luminous plants.

Year 221, Month of The Woven - Itrum Nor, servant of


Torvira
These fools. I told them, you cannot put the ring back into
the bell. But I will laugh last. Once the Ice Amphora is
built, and all of the elements and their children are
released, only the real Torvira will survive. Let ice burn
through this crucible.

Year 222, Month of The Threshold - Jalen Vek,


Novomancer in service of the divine Torvira
They finished the Amphora, and it is powerful. Not a brag,
but a warning. It’s freezing in here. It will take years for the
magic to subside. In the meantime, once again, the
elemental magic of this small island has been
underestimated by our priests. And, once again, the
mages will have to come up with a solution. I think the
amphora should be thrown in the ocean.


Plumbing the Depths caravel, sank, but he will talk about the cargo, which was
For average party level: 3 or higher sent by a technomancer named Tellis.
Quest hours: Any morning
Postponable: Yes Prep: If the PCs aren't available, the quest givers will wait
Threats: 5 Steam Mephits, 1 Blink Shark for another day. Garato says it might be dangerous, and
Loot: Sea Goggles, Scrolls of Water Lanterns. Scroll of to bring weapons. He will make it clear that it could be a
Water Breathing challenging swim (Garato is vague about the actual
XP: 200 xp +Monster XP (350 for full threat) threat, but a Wisdom (Insight) check will get him to reveal
that he thinks the ship sank due to something on board.)
This activity is made for a party of 4 at an average of level
3, using 5 Steam Mephits and 1 Blink Shark. Quest start: Garato will prepare a tender, a small sailboat,
and when everyone is ready, and if the weather is nice, he
Plumbing the Depths goals: will sail out to the spot just off shore. When the tender
1. Prepare gear for a dive and sail to shipwreck. arrives over the wreck of the Scarlet Thistle, the
2. Swim through the reef and trench, under ship. upside-down hull of a ship will be seen, which is 70 feet
3. Enter the shipwreck, defeat the Steam Mephits, search below the surface. Garato will give scrolls of water
area. breathing to the adventurers, if they need them. He also
4. Swim to surface, defeat or avoid the Blink Shark. has four pairs of sea goggles that will fit small to medi-
5. Sail tender away quickly, see ship resurface from the um-sized adventurers. His sister, Sela, will be quiet most
depths of the time, but she is definitely concerned about
something. (if the PCs were friendly to her up to this
Premise: Swim down to the wreck of the Scarlet Thistle point, she will reveal that she is a little tired of cleaning
with Garato and Sela. Garato Nerin has taken it upon up her brother's messes.)
himself to plan the modernization of the buildings of
Enthos, starting with better rainwater collection and 1
plumbing. The coral bed
Everyone starts their swim down, as Sela casts Water
Setup: The adventurers will find Garato taking up two Lanterns to help light the way. If this is the first time the
tables at Buller’s Pub with blueprints and scrolls. He will adventurers have been for a dive in Enthos, the sight is
tell the PCs about his troubles, a shipment of clay pipes overwhelming. Day or night, the new world in front of
has sunk right off shore, to the East of the docks. If the them will beg to be explored. No color is missing, and
party could escort him and his sister to the underwater new shades are made. It is a short swim down to the
wreck, they have a plan to get the pipes up from the wreck, but the view is distracting. Overlapping layers of
bottom. He isn't clear on why the Scarlett Thistle, a rich coral formations are home to silvery schools of fish.

S C A L E

Wreck Of the 5 ft. 7 1


Scarlet Thistle Per Sq.
2

5 4
3


Rays flying by, sea turtles lounge on outcroppings. Sela make their exit, and start swimming back. She will
will understand if the adventurers need a minute to take summon the elemental when everyone is safely away.
it all in.
7 Swimming back
2 The trench When the party begins swimming away, A Blink Shark
There are streams of air bubbles leaking from the hull. attacks. It will teleport to the closest person, attempt to
The wreck of The Scarlet Thistle is impressive; the ship is take a bite, and it will then jump to another, and will
completely capsized, upside down and wedged in a coral continue to attack in this fashion. See Chapter Five,
canyon, and the hull otherwise looks intact. Sela will Bestiary for the Blink Shark.
point to the space under the wreck, and will swim there.
The destroyed rigging and masts are a tangled mess. On the surface
Swimmers will need to make a Strength (Athletics) or Upon returning to the tender, assuming no one was
Dexterity (Acrobatics) check to either muscle their way badly hurt, Garato will break out some snacks and grog.
through, or to deftly slip between the ropes and yard After a few minutes, Sela will return to the surface, climb
arms. The DC for either is 12. aboard, and yell, "Sail! Get us out of here!" And Garato
will drop everything and begin sailing. If the PCs have
3 Accidental moon pool any sailing experience, they are welcome to help,
There is air trapped under the hull, and the ship is more because it will be a close call.
or less intact. There will be an opening at the entrance to
the hold. The party can surface in that opening, and get a Anyone on board helping Garato sail will need to make a
breath of air. Diffuse watery light fills the space, but it is successful strength check at DC 15. This will be needed
quite dark. Sela will send water lanterns into the ship, if to get the sails in place, to get the tender away quickly.
the adventurers don’t do it first. There are no bodies, the Otherwise, the small craft will be caught in the wake of
sailors made it off in time. the shipwreck resurfacing.

4 Upside-down ship’s hold If unsuccessful, the resurfacing of the ship from below
The pipe shipment is visible here, all astray, but intact. causes a big wake to rock the tender. Everyone on board
The brother and sister will climb up into the hull, and take will need to make a Dexterity check at DC 12 to keep
a look at the situation. The PCs may explore the interior from falling overboard.
of the wreck, which is about 20 ft. by 50 ft., with two
rooms. The group will need to navigate the ceiling The Scarlet Thistle makes a triumphant return, with a
supports and flooded areas, cutting movement in half. massive splash and a massive wave. The ship rights itself
Sela reveals her plan, to summon a water elemental to in an instant, throwing broken rigging and line every-
do the heavy lifting, and bring the pipes to the surface. where, along with wood splinters and torn sail and
Before she can begin, the air gets warm, like a steam crashing water.
bath, and Steam Mephits pull themselves from the
piping (Basic Rules, pg 331). Depending on the party The water elemental that Sela summoned stands on the
size, 3 Steam Mephits will attack the party. Garato might deck proudly as waves smack into the tender. Water
freeze up, not loving stressful situations, but a Persuasion lanterns flow through its form as it poses like a hero.
check at DC 12 will get him motivated to fight. Sela will
ask the PCs to take care of the mephits, since she’s Garato cheers and turns back toward the Scarlet Thistle.
getting a spell ready. If the adventurers are having The water elemental takes a bow, points in the ocean,
trouble with the mephits, she’ll help out. possibly flashes a smile, then dives in the ocean. Sela
gestures toward the ship and addresses her brother,
Once dispatched, Sela will prepare a space for her “Told you it would work.”
spellcasting, and Garato inspects the pipes to see if the
mephits caused any damage. An argument between Garato exclaims, “I know, and I didn’t believe you! I was
them delays Sela. Garato doesn't have faith in her plan. very unsupportive! Great job!”
5 Inverted captain’s quarters Completing the quest:
The captain’s room is equally untidy, and the contents of Garato thanks the PCs, gives them some extra scrolls (3
their belongings upended and scattered in the Scrolls of Water Breathing), and they can keep the
knee-deep water. A Wisdom (Perception) check at DC 15 goggles. As well as a night of drinking at his sister’s pub.
will spot a fine cutlass, a chest with 50 sp, and a His sister will stay on the recently refloated craft.
Navigator’s Tripod Magnification Glass (found in
Chapter Five, Loot). Garato doesn’t mind the PCs taking Sela says to the adventurers, “This ought to keep him
items from the wreck, “Salvage rights!”, he’ll exclaim. busy for a while. Thank you for helping us.”

6 Flooded storage Garato takes the PCs back to shore. He explains that the
The upside-down storeroom is full of shattered barrels technomancer Tellis should have warned the Scarlet
and boxes, and is the most flooded of the rooms. The Thistle’s captain about the mephits, which Tellis uses to
water gets unbearably hot, then 2 more Steam Mephits test the pipes. He will also speculate out loud, “That
attack, flying down from the floor/ceiling. wasn’t enough mephits to capsize a ship, I wonder where
they all went?”
Once defeated, Sela suggests the party, and her brother


Optional Rules dozen of them at least 5 levels above the party average.

Daily experience points Brawls are fairly common, and pickpockets have been
A daily reward of 25 XP may be given to adventurers through, but the Silksails do not want to police the
who don’t want to dive the shipwrecks and caves of the guests. Grievances can be handled the pirate way, off the
island, but instead want to be here to just relax. The plank. In this case, the plank is the dock to get back onto
downtime here is perfect for personal reflection, but also the offender's ship.
for exposure to new cultures and ideas. Daily experience
points would be a way to reward that reverie. The worst punishment for egregious crimes committed
on the island is banishment. In the case of visitors from
Downtime other worlds, that banishment is spell-based. Due to the
Enthos would be a good spot for a character’s downtime, magic nature of Enthos, banishment isn't initiated by an
and a very good spot for carousing (minus the jail time). NPC, but can occur if a character commits a serious
The whole island is basically a carousing playground. crime, or perhaps if they are just being a real dick. Call it
This might conflict with the guidelines on banishment, the will of Niherim. People banished from Enthos might
but fun will still be had. be able to come back at a later time, if they behave.

Short and Long Rest in Enthos Trading and Working in Enthos


After resting in Enthos, additional benefits are given. Enthos wouldn't be able to run without allmthe
Short Rest: Characters get Inspiration and the Advantage hardworking shop owners and innkeepers. If the
that comes with it. The warm air and beautiful scenery adventurers want the opportunity to open their own bar
might have given the adventurer a new perspective, or an or other business, there is plenty of land and some
opportunity to forget about any troubles for a time. unused buildings. They could also run shipping and
Long Rest: Characters get Inspiration and the effects of trade from their home to Enthos. For shipping, all they
Recuperating without the need to roll a Constitution would need is an Enthos Port-of-call flag found at the
save. If the character is suffering from injuries, diseases, Trader Docks.
or poisons, the least severe will be gone after the first
Long Rest. This includes both ending one effect that Tracking purchases
prevents the character from regaining hit points, and Keeping track of spending in Enthos might slow down
gives advantage on saves against anything else that might the fun. A simple optional rule could be to assume a
be affecting them. During the next long rest, any other daily budget for food, expenses, and trinkets, and then
ailments are soothed away. This is due to the thoroughly focus only on tracking the expensive items, like anything
curative nature of spending time here. over 50 gp.

Using Enthos as a home base


For adventure parties that do not enjoy sleeping in
dungeons, consider letting your player characters live in
Enthos, and commute from the port to their
adventuring day jobs. There are residences available, and
the Silksails would welcome more people into their
community. The port at Enthos would also be a good
place to find NPCs to join the party.

Law and Banishment


Optional rules for crime and misbehavior are pretty
simple. If the DM wants to use guards to patrol the
island for particularly unruly player characters, then go
ahead. If anyone wants to cause trouble for the
inhabitants and travelers of Enthos, or if the DM wants
to use the setting for a more conflict-based game, the
closest thing to law in the port town are the Silksails
Pirates themselves, who are capable fighters, with a


Bestiary

Armored Snake Languages --


Challenge 1/8 (25 XP)
Medium beast, unaligned
Proficency Bonus +2
Armor Class 15 (Natural Armor)
Hit Points 13 (2d10 +2) Actions
Speed 30 ft., swim 30 ft. Constrict. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 6 (1d8 + 2) bludgeoning
STR DEX CON INT WIS CHA damage, and the target is grappled (escape DC 14).
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Until this grapple ends, the creature is restrained,
Senses Blindsight 10 ft, Passive Perception 11 and the snake can't constrict another target.
Description When Armored Snakes constrict their This snake does not have an effective bite.
prey, their armor plate segments cause most of the
damage. Though not large enough to consume a
medium-size creature, Armored Snakes will attack
regardless, constricting arms, legs, and necks.

Blink Shark Languages --


Challenge 1/2 (100 XP)
Medium beast, unaligned
Proficency Bonus +2
Armor Class 10 (Natural Armor)
Hit Points 20 (4d8 + 2) Water Breathing. The shark can breathe only
Speed 0 ft., swim 40 ft. underwater.
Teleport (Recharge 5–7). The Blink Shark magically
STR DEX CON INT WIS CHA teleports up to 20 feet to an unoccupied space it can
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3) see. Before or after teleporting, the shark can make
one bite attack.
Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 12 Actions
Description Blink Sharks are dark blue and gray, with Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
mottled color spots. target. Hit: 6 (1d8 + 2) piercing damage.

Candescent Ooze Languages --


Challenge 1/2 (100 XP)
Medium ooze, unaligned
Proficency Bonus +2
Armor Class 8 Corrode Metal. Any nonmagical weapon made of metal
Hit Points 22 (3d8 + 9) that hits the ooze corrodes. After dealing damage, the
Speed 10 ft., climb 10 ft., swim 20 ft. weapon takes a permanent and cumulative −1 penalty to
damage rolls. If its penalty drops to −5, the weapon is
STR DEX CON INT WIS CHA destroyed. Nonmagical ammunition made of metal that hits
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) the ooze is destroyed after dealing damage. The ooze can
eat through 2-inch-thick, nonmagical metal in 1 round.
Damage Resistances Acid, Cold, Fire Incandescent. The ooze glows in shades of crimson, violet
Condition Immunities Blinded, Charmed, Deafened, and bright green. The colors will pulsate quickly before and
Exhaustion, Frightened, Prone during attacks.
Senses Blindsight 60 ft. (blind beyond this radius),
Passive Perception 8 Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Amorphous. The ooze can move through a space as
one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7
narrow as 1 inch wide. A Candescent Ooze can move
(2d6) acid damage, and if the target is wearing nonmagical
through water quickly by undulating its exterior
metal armor, its armor is partly corroded and takes a
surface.
permanent and cumulative −1 penalty to the AC it offers.
The armor is destroyed if the penalty reduces its AC to 10.


Coin Crab Languages --
Challenge 0 (10 XP)
Tiny beast, unaligned
Proficency Bonus +2
Armor Class 17 (Natural Armor) Amphibious. The crab can breathe air and water, and go
Hit Points 2 (1d4) without either for hours.
Speed 20 ft., swim 20 ft., climb 10 ft. Lengendary Actions
Luck. Coin Crabs are good luck. Once per day, a person in
STR DEX CON INT WIS CHA
possession of a Coin Crab has a 50% chance of receiving
1 (-5) 11 (+0) 10 (+0) 6 (-2) 8 (-1) 8 (-1) Advantage on any sea-based skill or attack roll, including
Skills Stealth +2 swimming, attacking underwater, and any actions taken in
Senses Blindsight 30 ft., Passive Perception 9 the process of sailing a ship.
Description These small crabs are about the size of a large
round coin. They are sand-color, bronze, or deep Coin Crabs will only stay with people that are nice to them.
blue-green, and their shells are as strong as hard stone. If someone is unkind to a Coin Crab, they will attempt to
Their extremities are hidden beneath an equally stony hop on tables or counters during financial transactions
raisable underbelly. Some Coin Crabs have geometric hoping they will accidentally spent as if they were money.
patterns on their shell tops.

Coin Crabs can be pet companions, and can live in pockets,


as if they were another coin. Their food consists of bacteria
and algae gathered by filtering wet or dry dirt.

Coquina Gargoyle Languages Terran


Challenge 2 (450 XP)
Medium elemental, chaotic evil
Proficency Bonus +2
Armor Class 15 (Natural Armor)
Hit Points 52 (7d8 +21) False Appearance. While the gargoyle remains
Speed 30 ft., fly 60 ft. motionless, it is indistinguishable from an inanimate
statue.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2) Actions
Multiattack. The gargoyle makes two attacks: one
Damage Resistances Bludgeoning, Piercing, and with its bite and one with its claws.
Slashing from Nonmagical Attacks that aren't Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Adamantine are at a -2 target. Hit: 5 (1d6 + 2) piercing damage.
Damage Immunities Poison Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Condition Immunities Exhaustion, Petrified, one target. Hit: 5 (1d6 + 2) slashing damage.
Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Description These malevolent creatures of
elemental earth resemble grotesque, fiendish
statues. A coquina variety of gargoyle have rougher
exteriors, just like the porous and pitted stone they
are made from. A crunching and grinding sound will
be produced when they move, and pebbles and
chunks will fall around them. They are slower
because of this.


Green Anole Languages --
Challenge 0 (10 XP)
Tiny beast, unaligned
Proficency Bonus +2
Armor Class 10
Skills Stealth +6
Hit Points 2 (1d4)
Senses Darkvision 30 ft., Passive Perception 9
Speed 20 ft., climb 20 ft.
Camoflauge. A Green Anole can quickly change its
STR DEX CON INT WIS CHA color to shades of brown-green, brown, and dark
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4) gray.

Palm Treant Languages Common, Druidic, Elvish, Sylvan


Challenge 9 (5,000 XP)
Huge plant, chaotic good
Proficency Bonus +4
Armor Class 14 (Natural Armor) Actions
Hit Points 138 (12d12 + 60) Multiattack. The treant makes two slam attacks.
Speed 40 ft.. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Thrown Coconut. Ranged Weapon Attack: +10 to hit, range
20 (+5) 12 (+1) 21 (+5) 12 (+1) 13 (+1) 14 (+2) 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning
damage.
Damage Resistances Bludgeoning, Piercing
Senses Passive Perception 13
False Appearance. While the treant remains motionless, it is
indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and
structures.
Animate Trees (1/Day). The palm treant magically animates one or
two trees it can see within 60 feet of it. These trees have the same
statistics as a palm treant, except they have Intelligence and
Charisma scores of 1, they can't speak, and they have only the Slam
action option. An animated tree acts as an ally of the treant. The
tree remains animate for 1 day or until it dies; until the treant dies or
is more than 120 feet from the tree; or until the treant takes a bonus
action to turn it back into an inanimate tree. The tree then takes root
if possible.

Twilight Ray Languages --


Challenge 1/2 (100 XP)
Large beast, unaligned
Proficency Bonus +2
Armor Class 14 (Natural Armor)
Hit Points 16 (2d10 + 2) Actions
Sea Torrent. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Speed 40 ft., fly 30 ft.
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 4 (-3) 10 (+0) 4 (-3)

Skills Perception +2
Senses Blindsight 30 ft., Passive Perception 14

Flying. Twilight Rays can leave the water briefly and glide
for 30 to 40 ft.
Water Breathing. Twilight rays can breathe only
underwater.
Bioluminescence. These rays have patterns on their wings
that can glow yellow, orange, and white.


Artifacts and Loot Navigator’s Tripod Magnification Glass
Value: 150 gp
Weight: --
Artifacts
This small magnifying glass is made for use on map
Codex of the Wheel
tables. It has three legs with smooth bases for sliding
Value: 1000 gp
across paper. It has 3 times magnification. It is made of
Weight: 5 lbs
brass and stored in a box or case.
This is a sturdy spellbook that is immune to the effects
of the elements. Elemental water, fire, etc. will not
Nihe amulet
damage this book. It will be blank when found, except
Value: 5 sp
for symbols pertaining to the inner planes drawn on the
Weight: --
cover and on each page margin. It is a round book,
This symbol, which looks like wind caught in motion, is
except for the spine, and was made for spells to be
carved from driftwood, then stained and lacquered deep
recorded in concentric circles.
brown and black. These amulets can be used as a
spellcasting focus for those who worship any neutral
Eye of the Horizon
good deity.
Value: 3000 gp
Weight: 1 lb
Rum Quarter Cask
This ornate Genasi spyglass, made with blue-black metal
Value: from 1 gp to 2000 gp
and lined with tan leather, gives the user advantage on
Weight: 90 lbs.
distant vision-based checks using Perception. It has 4
A quarter cask holds 13 gallons of different rums from
times magnification. Unlike Eyes of the Eagle, this
Enthos. The cheapest rum quarter cask sells for 1 gold,
spyglass can see through foggy and smoky conditions,
and the most expensive for 2000 gp.
though without Advantage.
Sea Goggles
Value: 75 gp
Loot Weight: 1 lb.
Jar Lantern Unwieldy goggles for diving underwater. They will
Value: 5 sp afford crystal-clear viewing at reefs and fish, though they
Weight: 1 lb. do fog up quickly.
Bioluminescence is so common in Enthos, that a simple
reading lantern can be made by gathering glowing moss Shadow Pearls
and setting it in a jar. Jar lanterns have a variety of light Value: 200 gp
colors, and last for about 5 days. Weight: --
Found only in Rumrunner’s Cove, these pearls are a
Masterwork Mug cloudy, translucent gray and white.
Value: 50 gp
Weight: 1 lb.
Wood and tempered steel ale mug. Rust-proof, sturdy,
will not tip, and lasts a lifetime. With an eyelet for
hanging on a belt.

Motor Agate
Value: 100 gp to 3k gp
Weight: --
Multi-color agate, found in completely random color
combinations. Delicate striations of color and texture
swirling into round patterns. This hard stone is found
smoothed and polished. Many have layers of
incandescent and pearlescent color. Often cut into
charms.


Short-Sleeve Tunic What’s next for Enthos
Value: 3 sp As your adventurers say goodbye to Enthos, and
Weight: 1 lb. hopefully reflect back on the time they had and the
These tunics, either woven or embroidered, are friends they made, the island goes quiet. Their presence
decorated with colorful patterns and figures. Known as will be missed, unless your adventuring party completely
‘tourist camouflage”. trashed the place. There are foes to slay, kingdoms to
save, and loot to grab. No one can vacation forever.
Storm Crystals
Value: 100 gp But what about your adventurer’s next visit? Some
Weight: 1 lb. subtle, and not-so-subtle clues have been left for what
These large crystals range from translucent black, to will happen to this elemental paradise. Upon their
violet, to crimson, and inside sparks magic energy. They return, the party could find themselves helping to
are used to power magic devices, as a spellcasting focus. defend the fragile island from the returning Torvira,
who have hired corsairs to keep an eye on Enthos, and
Torchrose Bulb infiltrate its populace (people like Ralhalamar at location
Value: 10 gp 17, the Sunrise Beach, as part of optional foreshadowing
Weight: -- for a second visit.)
Also known as torchrose hips, these bulbs bear the seeds
to grow your own Torchrose. Those with horticultural The island’s best defense is its hosts, the Silksails pirates.
experience will find these glowing, fiery-colored roses to Though they have softened in disposition, they have not
be as challenging to grow and maintain as mundane forgotten how to fight. And if that doesn’t work, the
roses. The bulbs may also be used to steep a glowing tea. massive arbelist in the Arbelist Tower will be put to use.
The last line of defense is your adventuring party, in
what could be a very important fight, one for their
distant home away from home, The Island of Enthos.



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