
The admiral and his goons intimidating a captain, generated using OpenAI DALL-E.
Of the five top commanders in Murtagh’s army, Kraggath Bloodsail cuts the least impressive figure. A notorious orc pirate king and mercenary admiral from Eberron’s Lhazaar Principalities, Kraggath is uninterested in Murtagh’s grand designs and more interested in the money and power that comes with his position as the leader of the Royal Navy.
Looking beyond his mercenary motivation, Kraggath is a thoroughly unpleasant character. He is not very bright beyond a low cunning and some talent for naval tactics. He is supremely arrogant; with every word he speaks, he aggrandizes his long list of victories, whether or not they actually exist. A foul odor hangs about him like a shroud. He prefers to use intimidation to get what he wants, and when someone has enough of a backbone to stand up to him, he likes to resort to the cruelest forms of violence imaginable as a form of entertainment. He spends his night drinking and gambling at hole-in-the-wall joints throughout the city and spends much of the day hungover, further diminishing his character.
Kraggath exerts his authority over the dock ward, ruling it as his personal fief. On the docks, his sailors and marines hold supreme authority and spend their days terrorizing the locals in various inventive ways. The local criminal elements, including smugglers, footpads, and pirates, known collectively as harbor rats, have been coerced into working for Kraggath. His control is so absolute that he has even managed to kidnap Lady Aeliana, a young mermaid, and now holds her on his flagship, the Terror, to force compliance from her mother, Duchess Muirín Uisceanna.
Kraggath Schedule
Kraggath’s daily routine reflects his indulgent nature. He starts the day with a skinny dip at a small beach on the harbor’s north side to relieve the hangover from the previous night. After the swim, he eats a full breakfast at the Listing Brig. Then, he wanders around the dock ward and the city shipyard with his escort of marines. He inspects the various warships in port, runs surprise inspections on merchantmen, mainly to give himself a chance to confiscate choice bits of cargo, inspects the new construction at the shipyard, and generally ensures the navy is running to erratic standards. His violent tendencies are evident in his interactions, often resorting to intimidation and cruelty to get what he wants.
In the evenings, Kraggath’s penchant for revelry comes to the forefront. He will generally go into the city to the various gambling dens throughout Underberg and the dock ward. He often frequents the Syndicate’s Stacked Deck casino and will spend hours gambling and drinking there. After he has had his fill of revelry, he goes back to his flagship, the terror, to sleep off his drunkenness.
Kraggath treasure
Upon defeating Kraggath, the players find the following in his person:
- A pouch with 250 gold pieces
- A pair of captain’s boots
- A kraken’s tooth on a gold necklace worth 50gp
- A compact but functional spyglass
- A gold encrusted Simitar
- A wheellock pistol
- 25 shots worth of powder and ammo
Upon Admiral Kraggath Bloodsail’s Death
When the players assassinate Kraggath Bloodsail, his Navy of cutthroats, pirates, and pressed-ganged sailors immediately falls apart. The Navy disintegrates into 4-6 warring factions centered around charismatic captains. The factions will be too busy fighting each other on land and sea for control of Kraggath’s position to care about players. All the random encounters featuring navy personnel in the encounter table will be replaced by skirmishes between the navy factions, the rats, and whatever forces the army and watch can spare.
In addition to the chaos on the docks, the Rats and New Mountainheart merchants guild can operate relatively freely with the Navy out of the way. All faction support options revolving around the harbor and the sea automatically succeed.
The New Mountainheart Royal Navy
The brand-new New Mountainheart Royal Navy reflects Admiral Kraggath’s nature. Its ranks are a haphazard mix of seasoned mercenaries, marines, pirates, pressed-ganged sailors, and other assorted scum. They tend overwhelmingly to be of low discipline, low moral fiber, and even less loyalty beyond what can be bought with gold, threats, and endless barrels of swill. When they are in port, Kraggath men stumble drunkenly through the narrow streets, smashing windows, ransacking stalls, and forcing terrified citizens to play cruel games for their amusement. Massive brawls and random acts of violence are common on the wharves and docks.
The Navy’s ships are an eclectic mix of galleons that bristle with stolen weaponry, war galleys painted with dark, foreboding colors, and cogs transformed into crude catapult batteries. Each ship bears jagged battle scars from past battles and sails with more patches than sailcloth.
Looming over this ragtag fleet is Kraggath’s flagship, the Terror, a monstrous elemental galleon with a hull of black rusting iron and spikelike ram for a prow. It lurks like a giant metallic shark out in the harbor where every ship that enters the harbor passes through the line of fire of no less than 8 ballistas that seem to watch hungrily for a chance to launch their screaming payloads at a hapless victim.
Navy Operations
Awareness table
| Awareness | Dc | Countermeasure |
| 0 | 10 | None |
| 1-3 | 12 | Kraggath deploys more officers to better control his unruly men. Add a bosun, navy officer, or marine officer to all encounters with navy personal |
| 4-6 | 14 | Kraggath setup a permanent no-entry zones in parts of the docks crucial to the Navy, including the city shipyard. Sneaking in these sections of the docks is done with a disadvantage |
| 7-10 | 16 | Kraggath orders a blockade of the harbor. There is a 1 in 4 chance the Navy will intercept the rat smuggling operation, warships, New Mountainheart merchant guild’s arms shipments and any attempt by the players to take to the sea. |
| 10-12 | 18 | In addition to regular patrols, Kraggath assigns three balista-armed longboats to patrol the harbor front. There is a 1 in 4 chance that one of the longboats is in range to assist when the players get into a fight. Include the longboat in the initiative and on its turn, it will make a single ballista attack on a random point in the battlefield |
| 13-15 | 20 | Kraggath orders the Terror to be brought about 50 feet beyond the dock ward’s longest wharf and orders the crew to high alert. Combat encounters on the dock automatically start a timer d4 -1. When the timer reaches zero, a squad of 12 marines arrives to reinforce the enemy troops. Furthermore, the Terror will bombard the battlefield on initiative 20. Each bombardment consists of 6 ballista attacks made in a line across the battlefield |
Dock ward Encounter Table
| D20 | encounter |
| 1 | No encounter |
| 2 | oddity |
| 3 | Dense Fog |
| 4 | Dockfolk |
| 5 | Ship collision |
| 6 | Merfolk harassment |
| 7 | Official looting |
| 8 | Paid Informant |
| 9 | Harbor Rats |
| 10 | Navy Personal |
| 11 | Kraggath and his 4 bodyguards |
| 12 | Brawl |
| 13 | Looted shop |
| 14 | Smuggler transport |
| 15 | Press gang escapee |
| 16 | Shakedown |
| 17 | Serina and her disciplinary squad |
| 18 | Commodore Vera and her bodyguards |
| 19 | Black-Eye Mallick’s and his bodyguards |
| 20 | Roll Twice and use both results |
Dense fog
A dense fog rolls over the harbor, cutting visibility to 10 feet for 1d6 hours. Stealth checks are made with advantage, but perception checks to spot incoming encounters are made with disadvantage.
Dockfolk
The players encounter a group of 1d10 merchant sailors, longshoremen, or other residents of the dock ward, relaxing as much as they can with Kraggath’s men on the prowl and looking to cause trouble. They share stories about what Kraggath’s men have done to them.
Ship collision
A ship collided with the pier, tearing an impassable gap in the dock. The players will have to find another way to their destination.
Merfolk Abuse
A group of 1d8 navy personnel (your choice) are harassing a young mermaid, forcing the poor girl to sing for them at crossbow point and throwing apples at her when she screws up the song. It is up to the players to intervene. The navy personnel only fight if attacked and flee once they realize they are outmatched. The mermaid thanks the players and tells them she will tell everyone about them. For the next week, the players will be helped in combat on the docks by 1d6 merfolk or selkie commoners.
Official looting
The players come across a store or warehouses being looted by a group of 1d12 sailors and 1d6 marines under the supposed orders of some navy officer. Nearby, the merchant or shopkeeper is looking on horrified. The players can choose to intervene on behalf of the shopkeeper. The looters will only engage the players in battle if the cr for the encounter is equal to the party’s level or higher; otherwise, the looters flee and seek to return later with more men. As a reward, the shopkeeper will donate 10gp every two weeks to the resistance.
Paid Informant
A shady-looking character beckons the players over; he will give the players a rumor if they can pay him 1d6 gold pieces.
Harbor Rats
The players encounter a group of 1d8 bandits and 1d6 thugs. If the players are friendly (at least +6) with the Rats, they discretely greet the players as allies and give them 1d4 rumors or authentic pieces of information (your choice). Otherwise, choose an option from the following reaction table.
| 2d6 | reaction |
| 2 | Unless they are clearly outmatched by the players the group attacks on sight, otherwise they let the players past and seek additional faction members to attack the players in the next 1d4 hours |
| 3-4 | Hold-up and demand 10gp as payment unless the players obviously outmatch them, |
| 5-6 | Cautiously eying the players and might follow them and seek to ambush them next time they get into a fight |
| 7-8 | Neutral |
| 9-10 | The rats offer to sell the players a bit of information if they pay them 5gp |
| 11 | The rats offer the players a job. |
| 12 | Unexpected ally, the players gain the rats member as allies in the next fight |
Navy Personal
The players encounter a group of sailors and marines. Roll 6d6 on the following table to determine the group’s composition and what they are doing.
| d6 | sailors | marines | Navy mages | bosuns | officers (marine or navy) | doing | |
| 1 | 0 | 0 | 0 | 0 | none | drinking | |
| 2 | 2 | 1 | 1 | 1 | none | On Patrol | |
| 3 | 4 | 2 | 2 | 2 | 1 | Guarding something | |
| 4 | 6 | 3 | 3 | 3 | 1 | Harassing a civilian | |
| 5 | 8 | 4 | 4 | 4 | 2 | Transporting loot or equipment | |
| 6 | 10 | 5 | 5 | 5 | 2 | Travelingsomewhere | |
The players can spot the sailors with a DC 15 passive or active perception check. If the players spot the group, they have one chance to avoid being spotted. Have the players describe what means they use to avoid being spotted and make them perform appropriate checks. If they fail on the checks, the navy personnel will spot them. If the players are spotted, roll on the following reaction table to determine the group’s response.
| 2d6 | reaction |
| 2 | Unless they are clearly outmatched by the players the group attacks on sight, otherwise they let the players past and seek additional faction members to attack the players in the next 1d4 hours |
| 3-5 | Very suspicious of the player’s actions |
| 6-8 | Suspicious |
| 9-11 | In a hurry or otherwise not willing to take too much time with the players |
| 12 | Ignore the players |
Kraggath
The player encounters Kraggath traveling through the dock ward with his four marine bodyguards.
Brawl
A brawl has broken out between 1d12 members of the rats and 1d12 members of the navy. The players can choose to intervene for either side. If they intervene for the rats and drive off the navy sailors, kraggath’s awareness increases by 1, and the rats’ opinion of the players increases by 1. If they side with the Navy, the following 1d4 times they encounter Navy personnel, the personal ignore them.
Looted shop
The players come across the remains of a shop looted by Kraggath’s men. There is a 50/50 chance that the owner is looking hopeless in the shop. The shop owner might point the players toward the perpetrators and their stolen goods and give them a vauge promise of a reward.
Smuggler transport
The players stumble across a group of Kraggath’s or Rat’s smugglers unloading a small boat. If the smugglers are Kraggath’s men, the group consists of 1d6 sailors and 1d6 marines led by a navy officer who orders the players to move along. If the group is Rat’s members, then the smugglers are 1d8 thugs led by a bandit captain. If the players are on good terms with the rats (+5 opinion), the bandit captain asks them to help escort the goods to the safehouse and promises to put in a good word for them with the others and pay the 30gp for their trouble. Both groups will only fight if attacked and will flee if it is clear that they are outmatched. The boat contains 8d20gp worth of expensive merchandise.
Deserter
The players encounter a sailor trying to desert the navy. They will sneak along the wharf’s edge or pier to stay out of sight. If the players talk to them, they will explain that they were pressed-ganged and describe the horrible treatment the former pirates and mercenaries inflicted upon them. If the players help him, he might join the resistance as a fighter with no recruitment cost.
Shakedown
The players are blocked by a marine officer and a gang of 1d12 marines. The officer tells them they can pass if they pay him a bribe of 2d20 gp. The marine officers and marines will only fight to defend themselves. If it is clear that they are out matched they will flee and gather up a stronger force to get revenge on the players.
Serina and her disciplinary squad
The feared disciplinarian of the Navy, Serina is a sadist who enjoys making sailors scream in pain. She is in charge of distributing punishment to Navy personnel, from flogging to keelhauling. She takes delight in the punishment process. Her entourage consists of 2 marine bodyguards and her navy mage apprentice.
Impact on the Navy if defeated:With Serina out of the way, discipline among Navy personnel drops significantly. All morale checks by navy members are made with disadvantages.
Commodore Vera and her bodyguards
This ruthless, experienced, and fiercely loyal to her commander, Vera, has long been the strategic genius behind Kraggath’s success as a mercenary. In charge of planning the Navy’s raids and patrols, she ensures that every time the Navy encounters a merchant ship, there is no possibility of escape. She travels everywhere with her four marine bodyguards.
Impact on the Navy if defeated:As the Navy’s principal strategist, if she is taken out, the Navy will suffer. All checks made by Navy personal will be made at disadvantage.
Black-Eye Mallick and his bodyguards
Karggath’s long-time quartermaster, Malick, is in charge of the equipment and maintenance for the entire Navy. Without him running a tight shift at the store’s warehouse, the Navy would likely run out of supplies in a matter of days. He likes to inspect the ships in port with his three sergeants at arms (marine officers) serving as escorts and assistants.
Impact on the Navy if defeated: With Mallaick’s defeat, the Navy will quickly start running against supply shortages. There is a 1 in 4 chance that any enemy with an attack requiring ammo will be unable to use said ability.
Assassination Opportunities
Kraggath’s Morning Skinny Dip
Recommended level 3
Every morning at dawn, Kraggath and a trio of marines pile into a longboat and set off towards Thompson Beach, a somewhat secluded and narrow strip of boulder-dotted sand at the foot of the Thompson headland that is a favorite spot for selkies to sun themselves. Once there, Kraggath strips down to his skivvies and goes for an hour-long swim in the chilly water of the harbor while his bodyguards watch. Kraggath believes that the swim cures his hangovers, whether or not that is actually the case in anyone’s guess. However, the swim is not just a routine for Kraggath; it symbolizes his arrogance and overconfidence. He is widely known to go to the same beach every morning, yet he seems unable to grasp how vulnerable he is while swimming about in the harbor. This presents a perfect opportunity for the players to exploit his hubris and take him down.
Approaching the beach. There are two ways for the players to approach the beach, via the sea or treacherous footpaths leading down the cliffs. If the players approach by sea, they must deal with the marine sentries scanning the harbor for approaching boats. The players will have to make a DC 16 stealth check with a disadvantage to get to the beach via the sea or cross under favorable weather conditions like fog or rain. If they choose to brave the paths down the cliffs, they will either have to make a DC 15 Survival check to find the trails leading to the beach or ask one of the locals as to the location of the trails.
Ambush. Once upon the beach, they see the four marines leaning against one of the many boulders along the shore and staring out at the harbor while chatting. A pile of Kraggath clothing and gear sits on the ground beside them. The beach is covered in boulders and rock formations; the players can make a group DC 13 stealth check to move from cover to cover without the Marines detecting them and get a surprise round once combat begins. Once the fight begins, Kraggath quickly realizes something is wrong and swims back to shore. Start a timer d4. When the timer reaches zero, Kraggath reaches the shore and immediately lunges for his weapons. He will join the battle if the Marines are still in the fight; otherwise, he will run for the long boat if they have been defeated, hoping to escape to the Terror.
Listing Brig Morning Brawl
Recommended Level 3
After his swim in the harbor, Kraggath goes to the Listing Brig Tavern for breakfast. The Listing Brig Tavern is a running joke in the dock ward; it is a stereotypical pirate bar. With so many pirates and smugglers hanging out here, the tavern is often called the Rat Hole in jest. Kraggath always sits at a table in the taproom’s far corner when he eats here. His four marine bodyguards stand around him, eyeing the lowlifes in the bar.
Lowlifes. When the players enter the listing brig, 1d12 bandits and 1d10 thugs are scattered among the tables and the bar. On occasion, they give Kraggath and his guards covert dirty looks. Many of the tavern scum are members of the Rats, and all hate Kraggath. If the Rat’s opinion of the players is at least 0, the players can make a DC 15 Charisma check to convince the barflies to distract the marines while the players deal with Kraggath. If the Rat’s opinion is +7, this check is made with an advantage. However, if the Rat’s opinion is negative, the barflies will start a brawl with the players, seeing them as easy prey.
Windows. Like every other building in the dock ward, the listing brig is built on pilings and surrounded by water on three sides. The tap room windows are unglazed and open during the day. As an action, a character who has grappled an enemy and is adjacent to a window can make a DC 15 Strength check to force the character they are grappling with out of the window. Characters thrown out the window are out of the fight for the rest of the encounter.
Poisoning. The players can choose to poison Kraggath’s food. If the players are on good terms with the Rats, they can ask the Rat King to talk the Brig’s owner into poisoning Kraggath’s food or letting the players prepare it themselves. If the players prepare the food themselves, they need to make a DC 15 check with cook utensils to prepare Kraggath’s usual breakfast and a DC 10 check with a poisoner kit to poison the food in a way that cannot be detected by Kraggath. Upon eating the poisoned food, Kraggath will get violently sick within an hour and drop dead 10 minutes after that.
Gambling Hall Ambush
A few dozen gambling dens are located throughout the dock ward, the grand Fey marketplace, and the Red Lantern Warrens. Most of them have the same general layout, and Kraggath likes to spend his nights in whichever gaming hall suits his mood. Tonight is no different. Kraggath has chosen a small gambling den somewhere in the city and, in all likelihood, has already started throwing back glasses of whiskey and rum at one of the card tables.
Finding Kraggath. The players can discover which gambling den Kraggath has gone to by using a DC 15 charisma check to ask around town. Alternatively, the players can learn the location via contacts in the SBHU, the Rats, or the Syndicate.
The Gambling Hall. Kraggath trail leads the players to a packed gambling hall. Kraggath sits at a table against the wall with his 3 marine bodyguards. Kraggath is obviously drunk. If a fight breaks out, Kraggath is under the effects of a confusion spell until the end of combat.
Gamblers. The other gamblers in the hall consist of 1d12 commoners, 1d10 bandits, 1d12 nobles, and 1d8 thugs. None of them are interested in engaging in a brawl and only attack the players if they attack them first.
Ambushing Kraggath’s Smuggling Operation
Kraggath has cooped the various smuggling networks of the harbor rats and is using them to smuggle contraband into the city and stole goods out. Kraggath visits the nondescript warehouse that serves as the heart of the operation several times a day and will ditch his marine guards a block away when he does, making it a prime location for an ambush.
Finding the warehouse. The players have several options for finding the stash house. They can try tailing Kraggath, which requires a group stealth check with a DC determined by the Commander Awareness table. They can attempt a DC20 charisma check to ask around the dock ward for directions to the stash house. If the players are in good standing with the Rats, they can contact them to get directions to the stash house from any member of the Rats.
The warehouse is a small two-story building in a maze of similar warehouses. The first and half-second floors are littered with crates and boxes of smuggled goods. A pair of lanterns by the door and a single skylight provide the only bits of light in the building.
Treasure. The contraband in the warehouse consists of fancy imported liquor and wine, pieces of art, and historical artifacts. The entire collection is worth about 10000 gp but weighs around 2 tons. The players can make a DC 15 intelligence check to collect 400 gp worth of treasure they can easily carry out of the warehouse.
The Terror
Recommended level 3
Stationed out in the harbor is Kraggath’s flagship, The Terror. This elemental war galleon is any merchant captain’s worst nightmare. A solid mass of rusting black iron plate with enough catapults and ballista to sink a small fleet. The ship is positioned so that any ship entering or leaving the harbor must sail through this monster’s line of fire.
The ship is manned with a skeleton crew, with most of the sailors, marines, and officers sent ashore to enforce Kraggath’s will on the dock ward and the city’s shipyard. Having been relegated to a floating battery discipline among the crew has taken a hit, and most spend their days lounging about while waiting for their turn to be rotated ashore.
The Terror: general features
The following features are found throughout the ship.
Ceilings. Unless noted otherwise, the ceilings are 11 feet high
Doors. The doors and hatches, unless the text specifies overwise, are unlocked. The doors are made from relatively flimsy elm wood. It only takes a strength check of DC 11 to break one down.
Illumination. Unless otherwise specified, oil lamps and candles dimly illuminate the rooms below deck.
Windows and hatches. Except for the hold and the brig, all the rooms on the ship have at least one window or gunport. Players can climb through a window with a DC 15 dex check.
Reaching the Terror
The Terror’s location makes it difficult to infiltrate unseen. The crew on lookout duty watches the harbor like hawks, and the various catapults and ballistas are supposedly constantly manned. However, the players have several options for getting out to the ship.
- They can stealthfully row out in a rowboat in the middle of the night, which requires a group stealth check DC 18.
- They can walk across the bottom or swim beneath the harbor. This will require access to spells, magic items, or gear that can allow the players to breathe underwater.
- They can create sufficiently grandiose distractions to distract the ship’s crew. For example, they can set a ship on fire and have it sail (unmanned) directly towards the Terror or fake a dragon turtle sighting.
- The players can use weather conditions to mask their approach.

1 Deck
The deck is a cluttered mess of ropes, rum bottles, and old pieces of wood surrounding twin rows of catapults. A few marines are lounging on the deck around a bell on a pedestal.
With the ship keeping station out in the harbor, there is very little need for anyone to be on the deck except for the five marines and the marine officer on lookout duty. However, they find that there is very little to occupy their time, and they spend most of their time drinking and sharing stories. If the players make a group DC 13 stealth check while boarding, they catch the guards unaware and get a surprise round.
Bell. The bell serves multiple purposes. One of the marines’ duties is to sound the hours using the bell.
However, the bell can also rouse the crew to the battle station. If a marine is adjacent to the bell, he can use his action to ring the bell. Once the bell is rung, start a timer d4: when the timer reaches zero, three marines from the Marine Cabin arrive and join the fight. Each following round, another marine arrives on deck and joins the battle.
Man overboard. As an action, a character who has grappled an enemy can make a DC 15 Strength check to force the character they are grappling with over the side of the railing. Players thrown overboard are out of the fight for the rest of the encounter.
Treasure. The marines have 35 gp between them the officer has 16gp in a pouch on his belt
2 forecastle
This raised deck has a pair of springalds mounted on pedestals. Surrounding the wicked-looking bolt throwers is a small group of men. Four are scanning the harbor, and the other five are lounging around the machines, looking pretty bored.
4 marines scanning the harbor, and 5 bored-looking sailors. When the battle starts, the sailors will man the springalds while the marines rush to engage the players in melee.
springalds. Each springald takes two actions to cock and load. As an action, a character can fire the sprinkles at a character. The attack roll is +6, the range is 120/480 feet, and it deals 3d4 piercing damage on a hit.
Treasure. There is 144gp of coins in the pockets and belt pouches of the sailors and marines
3 poopdeck
A massive ship’s wheel is in the center of this raised deck. Behind it is a chart table with an extinguished lantern. Five men are napping against the far railing.
The five men are a navy mage and four marines that should be on lookout duty. The players can make a group DC 14 stealth check to sneak up on the slumbering crew.
Treasure. The marines have 43 gp in their pockets. The mage has a inlaid spellbook worth 25gp

4 War room
The room is dominated by a single large round table with multiple chairs around it. The table is covered in a mess of documents.
The table is covered with charts and other documents. A player can make a DC 15 intelligence check to learn that these are official navy documents regarding the current deployment of navy ships and personnel. The documents provide advantage to all skill check related to resistance missions undertaken in the harbor in the next week, and if given to the rats, it will increase their opinion +7
5 Dining room
This posh dining room seems out of place on a warship. It has a messy table big enough to seat 6 and a wine cabinet on the far wall.
The room is empty unless the players arrive at breakfast, noon, or supper. Otherwise, they encounter two marine officers and a navy officer eating in the room.
Wine cabinet. The wine cabinet contains a dozen bottles of wine. Most of it is cheap stuff, but there are three bottles of rare vintages that are worth 25gp a piece to the right buyer.
6 Aeliana’s private room
The door to this room is sealed with a large, ornate-looking lock. The players can hear whimpering from within. The lock can be opened with a DC 20 skill check with thieves’ tools or the key in Kraggath ‘s wardrobe. When the players enter the room, read the following.
This small windowless room is a riot of mismatched pinks, whites, and purples. The walls are covered in mismatched curtains of pink and purple. There is a white vanity with a heart-shaped mirror covered in cheap jewelry. A small writing desk is against the opposite wall and is covered with more cheap trinkets. It was as if someone was trying to create a room for a teenage girl without knowing anything about adolescent girls. Most out of place is a large brass tub filled with water. Lounging in the tub in a haze of despair is a mermaid with turquoise scales and red hair in a glimmering outfit of gold. The moment she notices you, the gloom lifts from her pretty eyes, and she asks, “Are you here to rescue me?”
The mermaid is Lady Aeliana Uisceanna, daughter of the Duchess Muirín Uisceanna. Kraggath kidnapped her when she was visiting the used bookstore on Long Wharf to use her as leverage against her mother. She asks if the players will help her escape. To free her, they only need to take her to the edge of the main deck and throw her over. She can make her way home from there.
Treasure. The baubles and trinkets are cheap things made of glass and tin. The vanity’s mirror, on the other hand, is pure silver. It is worth 50gp if the players can find a way to smuggle off the
7 Great cabin
If Kraggath is not in the cabin, the door is locked. To open the lock, he must use a DC 15 check with a thieves tool or the key He carries on his person.
This large cabin reeks of an odd mix of wealth and poor taste. A fine wooden desk covered in charts is along one wall, and an ornate wardrobe sits next to it. A large overstuffed bed with unmade sheets dominates the other wall, and next to it is a chest. The rest of the cabin is stuffed with gaudy, overstuffed furniture.
If Kraggath is in the room, he is passed out on his bed. He will not wake up unless the players attack him.
Desk. The desk is covered in letters and an open logbook. A player who reads these documents learns that Kraggath has unflattering opinions of his fellow commanders. The logbook contains rambling and delusional plans to assassinate several of them. Reading the documents gives the players 8 pieces of true information on the other commanders. If the journal is delivered to the watch or the army, Kraggath will be arrested in 1d4 days.
Wardrobe. The wardrobe contains a selection of almost stereotypical pirate clothing sized for an orc. Among the items in the wardrobe is an eye patch that is enchanted to give the wearer an advantage on intimidation checks. If the players do a DC 12 investigation check on the wardrobe, they will find a hidden compartment at the bottom. The compartment contains a key and a box containing a spare pistol and enough powder and shot to make 25 shots.
Chest. The chest is rigged with a poison needle trap (see sample trap section of chapter 5 of the DMG). The chest contains 550gp in gems, various coins, and a pair of +1 daggers.
8 Marine Cabin
This tiny cabin contains small chests, some hammocks, and a table with chairs. Seated at those chairs are several marines playing dice at the table.
There are six marines in the room playing craps.
Aunty Foul target. Arnold ManyEye, one of the targets that Aunty Foul wants to be cursed, is at the table.
Treasure. Between the chests and the money on the table, there are 50gp worth of coins and small valuables.
9 Bosuns cabin
This tiny cabin contains small chests, some hammocks, and a table with chairs. Several bosuns are seated in those chairs and playing cards at the table.
There are 4 bosuns in the room playing cards.
Treasure. Between the chests and the money on the table, there are 50gp worth of coins and small valuables.

10 Balista deck
This cavernous deck stretches stretches 80% of the ship’s length. Four siege ballistas sits behind open gun ports at regular intervals along each side of the deck. A large group of sailors are lounging about the siege weapons, drinking, playing dice, and sleeping on hammocks.
The 38 navy sailors on this deck are supposed to be at work but are goofing off. They are so engrossed in their procrastination that they are not paying attention to the companionways. The players can make a group DC 11 stealth check to avoid contact with the sailors.
Ballistas. The ballistas are bolted to the floor. A player who passes a DC 15 intelligence check realizes that the ballistas are pre-aimed to create a killing field over the entirety of the harbor.
Treasure. If the players take the time to search the bodies and their possessions, they discover 320gp in coins and small valuables in various pockets, coffers and bags.
11 Officers cabins
This cramp cabin has a bed, a chest, and a wardrobe
There is a 1 in 4 chance that the navy officer this room belongs to is currently in the room
Treasure: The chest contains 2d20 gp, a Loudwood Speaking Trumpet, and some small personal objects of the dm’s choice. The wardrobe includes 1 set of fine clothes and several other uniforms.
12 Armory
This expansive room’s walls are lined with racks of wicked-looking cutlasses and crossbows. There are crates stacked in one corner, a barrel with strange spheres and marked with a skull and crossbones in one corner. A pair of tough-looking marines and a couple of marines sharpen swords in the room.
Two marine officers and five marines are working in the room, maintaining various pieces of equipment.
Crates. The crates contain ammo for crossbows. One of the crates contains 20 +1 crossbow bolts. Another contains 50 fire bolts. To use firebolts, one must take a bonus action to light them on fire, and they deal 1d4 extra fire damage on hit.
Barrel. The barrel contains black powder grenades made of clay. When lit and thrown, the grenades deal 1d6 force damage in a ten-foot radius. There are 100 grenades in total.
Weapon racks. The racks contain a collection of cutlasses, crossbows, boarding pikes(spears), and axes. None of which are magical.
Treasure. The marines have 70gp in coins in the room

The terror’s Galley, generate with Google imagen3
13 Gallery
From the open door of this room lofts, the smell of not quite appetizing cooking wafts out. Inside is a cramp galley. A fat man is stirring the bubbling caldron of what appears to be grey stew.
The cook is one of the Navy’s press-ganged sailors. The man hates his job and does his best to sabatoge the ship’s crew via their food. He is willing to tell the players everything he knows about the ship. He knows about the layout of the ship, he knows about the admiral’s special prisoner, and he knows where the officers keep their valuables.
Treasure. The galley has enough preserved foodstuffs to make 20 days of rations.

14 hold
The dark hold is filled to the rafters with crates and barrels. A navy wizard and a trio of marines are playing cards in the lantern-lit gloom.
Three bosuns and a navy wizard are playing cards in a small pool of light admists the gloom.
Gloom. Outside the little pool of light by the guards, the hold is complete darkness. Stealth checks to ambush the guards are made with advantage, but the players must make a DC 15 perception check to find a path through the jumble of cargo.
Treasure. The jumble of crates contains various pieces of choice cargo that Kraggath and his men had confiscated from multiple ships. The cargo is worth 10000 gp, mainly consisting of bulky, heavy and hard-to-sell goods like paintings, statues, fine wine and historical artifacts. However, there are several smaller items that would make excellent loot for the players. There is a Witchblade Knife located in one of the crates and a flying carpet stolen from a shipment manufactured in the Sultanate of Qaldira to Farid.
15 Elemental ring room
The room crackles with energy. In the center, a massive machine with multiple crystals is surrounded by an arc of energy that goes through the machine and out the sides of the hull. 3 men in robes are chanting and waving their hands around the machine.
The men are navy mage tasked with keeping the elemental ring of the galleon functional.
Treasure. The wizards have 24gp of coins in various pouches and pockets
16 Brig
The four dark cramp rooms on either side of the companionway reek of urine and filth. One holds a skeletal-looking pirate leaning against the wall, and another has a nobleman in tattered clothing.
The skeletal man is Rath “Bones” Fenrick, a smuggler for the Rats. The crew of the Terror has been refusing to feed him for some time as a means of torturing out where he dropped off the goods he was transporting. He knows he is not long for this world and that any attempt to escape is doomed to fail while he is in this state. He wishes to spend his final moments with the pain he feels clouded by alcohol. The players can get him some rum, and he will tell them where he stashed the shipment he was carrying. The shipment consists of imported silk worth 400gp and a Banner of Defiance stashed in the hold of the Smiling Mary (See Buried Treasure in chapter 4 for more info on the Smiling Mary). The nobleman is named Lord Roderick Verlane. He was trying to escape arrest by the Royal Army for some trumped-up charges and was caught by the Navy. If the players help him escape, his family will be willing to pay them 200gp as a reward.
17 pantry
The room is stuffed with barrels and shelves filled with preserved foodstuffs.
Treasure. The pantry contains the equivalent of 5500 days worth of rations.

Stoneforge and Ironhelm Shipbuilding
The city’s shipyard is another favorite haunt of Kraggath. Stoneforge and Ironhelm shipbuilding, once the pride of the Dock ward, was “nationalized” by Kraggath shortly after the coup and now serves only as a grim construction and repair yard for the navy’s fleet. The complex is a self-contained neighborhood with dozens of increasingly rundown warehouses, woodworking shops, blacksmith shops, and other facilities enclosed by a decaying wooden fence. The shipyard teems with marines and pirate cutthroats who prowl among the workshops and drydocks like sharks, offering encouragement in the form of treats and beatings.
Infiltrating the shipyard
There are two gates to the shipyard. Three marine sentries guard each one. Sentry duty is considered the least enjoyable duty at the shipyard for the pirates and cutthroats that make up the Marine Corps; as such, they are not particularly vigilant in their responsibilities unless a wagon is approaching the gate. The players can slip through the gate by making a DC 12 stealth check to disguise themselves as workers. On failure, the guards halt the players and demand to know who they are and what they are doing here. The players can still pass by making DC 18 persuasion checks, deception checks, or clever roleplay.
Alternatively, the players can climb the wooden fence surrounding the shipyard. To do so, they make a DC 12 athletic check. If they succeed, roll a DC 20 check against the DC corresponding to the Kraggath’s awareness level; on failure, a marine sentry is right on the other side of the fence and will rush off to raise the alarm. Start a timer d4: When the timer reaches zero, the marine successfully raises the alarm. Stealth in the shipyard works the same as any other part of the city.
Locations in the shipyard.
1 Dry Docks
These large stone tubs with wooden gates house warships in various stages of repair. Workers swarm over the ships like ants, cutting out old boards and hammering new ones into place while a couple of marines yell insults at them. A crane reaches out from the side of each dry dock.
There are three dry docks in the shipyard, all of which are currently being used to repair navy ships. Each drydock is currently dry, and there is a 40-foot drop to the floor of the dry dock below.
Gates. The gates keeping the water out of the drydock have a catwalk wide enough for one medium creature to walk across at a time. There are several floodgates located in each door. As an action, players can open a floodgate to start flooding the drydock. Flooding the drydock takes 5 minutes.
Workers. Twenty-five workmen are working on each of the ships. If combat occurs at their drydock, they will immediately flee and raise the alarm.
Marines. Each dry-dock has five marines responsible for guarding the ships. However, the marines are more interested in harassing the workers than guarding the dry docks. If the players succeed on a stealth check, DC determined by Kraggath’s awareness, to approach the dry dock unseen, they will get a surprise round. Any combat at any of the dry docks will attract the marines from other dry docks who will arrive in 1d4 rounds.
Crane. The crane at each dry dock is a simple guy derrick powered by human muscle. As an action, the players can push on the boom with a DC 15 athletics check to make the crane’s load swing across the dry dock. Creatures hit by the load take 1d6 bludgeoning damage.
Ships. The ships being repaired are:
- A The Red Dragon. This caravel suffered severe hull damage beneath the waterline and is currently having multiple boards replaced.
- B The Lucky Siren. This carrack’s main mast was carried away by a severe storm, which damaged much of her superstructure. Repairs are underway in drydock b.
- C The Beholder’s eye. Repairs on this galleon are complete, and the workmen are about to start flooding drydock C.
Treasure. Enough tools are scattered around each dry dock to create four sets of carpenter tools. Each marine has 14 gp in a pouch on their belts for a total of 210gp
2 Slipways
Three ships under construction are located at the top of giant ramps. Each one is wrapped in scaffolding covered by workers hammering planks and beams into place and painting the hull with hot pitch. A few navy personnel keep watch over the trio of warships.
Six marines and six sailors are encouraging the workers to work faster.
Workers. 120 carpenters are working on the ships. When combat starts, they will immediately flee and raise the alarm. Start a timer d6: When the timer reaches zero, a group of 1d8 marines arrives and joins the fight
Pitch. There are barrels of hot pitch everywhere, which are used to waterproof the hull. As an action, a player can tip the barrel over to create a 20-foot diameter puddle of hot and sticky goop. The puddle counts are difficult terrain and deal 1d4 fire damage to anyone who ends or starts their turn in the puddle.
Treasure. The sailors and marines have 108gp in silver and copper coins in various pockets and pouches
3 Workshops
This collection of small utilitarian wooden buildings emits a symphony of banging, hammering, and other industry-related noises. Many sailors and shady characters wander around the complex.
Twenty navy sailors wander around the complex in 1s and 2s. When combat starts, 1d4 new sailors enter combat every two rounds, starting on round 3 until all twenty sailors are in the encounter.
Workers. There are 70 workers spread across the various workshops; they will immediately flee and raise the alarm when combat starts.
Treasure. The sailors have 100 gp between them in various small coins. One of the sailors has a brass ring set with tiger eye gem worth 25gp
4 Warehouses
The air inside the warehouse is thick with the smell of tar, pine wood, and sawdust. Teetering stacks of crates and barrels reach towards the roof around massive piles of timber. You can hear the sound of laughter and tumbling dice from within the maze of supplies as marines use a barrel as a makeshift table to play dice.
There are six marines in the warehouse playing dice.
Stacks of crates. The stacks of crates are unstable; a character can make a DC 12 strength check to topple the stacks over, dealing 1d6 bludgeoning damage and knocking prone any creature struck by the falling crates.
Treasure. The table has 60 gp in wagers on the table. The crates mostly contain material used in ship construction. However, there are two crates with the parts for a disassembled ballista and two crates containing 70gp of daggers and crossbows.
5 Administration offices
This large brick building is filled with dozens of thin men with glasses furiously working to fill out ledgers and spreadsheets. A couple of marines wander through the building, looking for someone to bully.
Six marines are in the building, nominally guarding the safe used to store the payroll. Instead, they mostly bully the 20 clerks who work there.
Clerks. The clerks will immediately flee and raise the alarm when combat starts. Start a timer d6: when the timer reaches zero, a group of 1d8 marines arrives and joins the fight
Treasure One of the rooms in the building contains a large safe. The players must succeed on a DC 20 check with the thieves’ tools to unlock it. The safe contains 500gp in various coins.
6 Fitting out wharf
Multiple ships line the wharf. Each is in various stages of fitting out; a few are missing some or all of their masts, a few are being rigged, and one looks almost ready to sail. Multiple A-frame cranes line the wharf. There is a small warehouse at the far end of this pier. Workers swarm the ships, filling the air with hammering and sawing noises while a marine detachment stands watch at the end of the wharf.
A fitting-out wharf is where a ship’s masts, rigging, sails, weaponry, and various other hardware are installed. Two six man marine detachments are standing watch over the nearly complete ships on opposite ends of the wharf. When combat starts for either group, start a timer d4. When the timer reaches zero, the other detachment arrives.
Cranes. Most of the large A-frame cranes along the wharf are currently being used to lift weighty objects. As an action, the players can release the winches used to hoist the crane’s cargo, causing it to plummet to the ground below. The object caused 2d12 bludgeoning damage to anything below it.
Ships. The only ship along the wharf in any state to sail is the Endeavor. It is currently having its weaponry installed.
Treasure. The warehouse contains 300gp worth of brass fittings and balista parts, however these items are spread among 30 large crates and weigh 200 pounds in total. The marine have 90 gp in various pouches and pockets.
7 Shipbuilders office
Aside from scratching pens on paper and sliding abacuses, there is no sound here. Little men with thick glasses and ink-stained clothing are furiously working on drawing boards with pens and straight rules.
The navy’s sailors and marines might be cutthroats and scoundrels, but they are smart enough not to antagonize the people responsible for designing their ships. Ergo, they leave the engineers alone to perform their craft. The engineers are friendly to the players and more than willing to talk about their craft and the shipyard.
Treasure. There is a file cabinet with 12 blueprints for various warships. The rats and the NMG will pay 300gp for the set, and the opinion of the resistance will increase by 2
8 Workshop #4
A large contingent of marines patrols around this nondescript workshop by the water’s edge. Strange noises are coming from inside.
The workshop is being used to develop experimental weaponry for the navy. Six marines patrol outside the warehouse, and another five are located inside the building.
Interior. Five gnome tinkers are working on various Navy devices, including prototype cannons, a construct called the bronze shark, and black powder ballista bolts.
Treasure. Among the prototypes in the workshop, the players can find 4 black powder grenades and a grappling crossbow
Kraggath and Royal Navy Rumor table
| D100 | rumor |
| 1 | Kraggath starts his day swimming at a small, isolated beach on the harbor’s north side. |
| 2 | Kraggath always has breakfast at the Listing Brig. |
| 3 | Kraggath runs a smuggling operation on the docks. |
| 4 | Kraggath has a taste for fine liquors and has a drinking problem. |
| 5 | Kraggath likes to gamble; he frequents several gambling halls in the city. |
| 6 | Kraggath’s preferred gambling hall is The Stacked Deck. |
| 7 | Kraggath’s residence is his flagship, the Terror. |
| 8 | The Terror is an elemental galleon from Eberron. |
| 9 | Kraggath is a lackluster commander; he’s a decent tactician but struggles with strategy. |
| 10 | Kraggath has some form of fancy weapon that allows him to shoot at things with a big bang. |
| 11 | Kraggath travels about with an escort of four marines. |
| 12 | Kraggath took a young noblewoman prisoner and keep her on his ship. |
| 13 | Kraggath’s Navy is comprises pirates, cutthroats, and pressed-ganged sailors. |
| 14 | The Royal Navy sailors are ill-disciplined and prone to drinking on the job. |
| 15 | The Royal Navy sailors are easily bribeable. |
| 16 | Some sailors have special clay balls that explode when thrown. |
| 17 | Most of the sailors in the Navy will run away from a fight at the first opportunity. |
| 18 | The Marines are reasonably disciplined and less prone to running away from a fight. |
| 19 | Commodore Vera Stormclaw, Quartermaster General Black-Eye Mallick, and Serinaare Kraggath’s top officers. |
| 20 | Commodore Vera Stormclaw Kraggath’s strategist and responsible for planning ship deployments. |
| 21 | Commodore Vera Stormclaw tries to emulate the admiral regarding drinking and gambling. She arguably has a worse drinking problem than Kraggath. |
| 22 | Quartermaster General Black-Eye Mallick is a hothead who gets into fights constantly. |
| 23 | Quartermaster General Black-Eye Mallick is responsible for the navy’s supplies. Without him, the navy would have a shortage of everything. |
| 24 | Serina is responsible for disciplining navy personnel. |
| 25 | Serina is a coward who flees from fights once she uses all her spells. |
| 26 | Kraggath cannot swim (false rumor) |
| 27 | The rats work for Kraggath(half true) |
| 28 | Kraggath is a coward who cannot even wield his sword right (false rumor) |
| 29 | Kraggath nationalized Stoneforge and Ironhelm Shipbuilding and used the shipyard to service his ships exclusively. |
| 30 | Stoneforge and Ironhelm Shipbuilding’s shipyard has a large navy personal presence. |
| 31 | A brand-new ship is almost ready for deployment. Its weapons are being installed at the shipyard’s fitting-out wharf. |
| 32 | One of the warehouses at the shipyard has a heavy marine presence. |
| 33 | A strange fish has been seen swimming out of the shipyard. |
| 34 | Kraggath has forced the rats to do his bidding, although they are trying to escape from under his thumb. |
| 35 | Kraggath is plotting against his fellow top commanders. |
| 36 | Kraggath cannot swim (false rumor) |
| 37 | The rats work for Kraggath (half true) |
| 38 | Kraggath is a coward who cannot even wield his sword right (false rumor) |
| 39 | Kraggath has a magical Kraken tooth on a chain that he can use to summon a Kraken. |
| 40 | Kraggath’s Elemental War Galleon, The Terror, is indestructible (false rumor) |
| 41 | Kraggath is secretly in league with Muirín Uisceanna. (false rumor) |
| 42 | Kraggath is a true believer in Murtagh’s regime. (false rumor) |
| 43 | Kraggath’s top lieutenants are secretly plotting against him to take control of the navy. (false rumor) |
| 44 | There is a hidden hoard at the Stoneforge and Ironhelm shipyard. (false rumor) |
| 45 | Kraggath once lost his entire fleet to a storm, and he’s terrified of thunderstorms. (false rumor) |
| 46 | Kraggath’s captains are loyal to Murtagh, and the chain of command is too strong(false rumor). |
| 47 | Kraggath has a map to a secret treasure in his cabin (false rumor) |
| 48 | The endeavor will have a special indestructible hull (false rumor) |
| 49 | The Terror’s elemental ring is failing and will soon explode (false rumor)– |
| 50 | Kraggath made a pact with a witch to make his skin impervious to weapons(false rumor) |
| 51-100 | Roll again |

The royal navy at anchor, generated using OpenAI DALL-E


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