Session Prep Bundlesettlement-starter

The medieval coastal town has the wharf separated from the main part of the village by a series of hills that lead up to cliffs that oversee the bay. The Lighthouse Inn is an inn that is nestled among the hills that lead up to the cliffs and it caters to wealthier merchants in town. This inn has a warehouse behind it. Notable businesses include the Brass Monkey Tavern, an alchemist shop, a general goods shop, and a shipwright. Dockmaster Hobbs manages the wharf and the night watch.

Recipe: Settlement Starter

New
Contextual Narrative

The Divide of Salt and Stone

High above the churning whitecaps of the Sapphire Bay, the upper district of Seawall Summit sits in calculated elegance. Here, the Lighthouse Inn serves vintage wines to silk-clad merchants while the wind whistles through the jagged limestone cliffs. The air is thin, smelling of expensive perfumes and aged oak, a stark contrast to the heavy, brine-thick atmosphere of the wharf below. Down a winding, treacherous path of steep hills lies the 'Undercut,' the bustling wharf where the real work of the town is done. It is a place of mud, ropes, and the rhythmic thumping of the shipwright’s hammer. The two worlds are bound by necessity but separated by height and greed, with only the torchlights of the night watch flickering between them like terrestrial stars.

Dockmaster Hobbs

The gold stays on the cliff, the sweat stays on the shore, and the secrets... well, the secrets usually drown halfway between.

Seawall Summit
Settlement

Seawall Summit

Seawall Summit rises from the spray of Glasswater Bay like a jagged tooth. The lower district is a chaotic sprawl of salt rotted wood and barnacle crusted piers where trade never sleeps. Steep, winding paths climb the limestone hills to the upper town where stone manors and slate roofs offer a quiet sanctuary from the brine. This vertical divide defines every interaction, separating the wealthy elite above from the weary laborers who toil below.

1,200 soulsPopulation
View
The Lighthouse Inn
Tavern

The Lighthouse Inn

The inn maintains a strict dress code and a silence policy in the main gallery. Additionally, the floor is perpetually enchanted to remain as reflective as a mirror.

TavernView
The Brass Monkey Tavern
Tavern

The Brass Monkey Tavern

A small, tarnished brass monkey sits on the bar: tradition dictates that every patron must tap its head upon entering to ensure fair winds. Furthermore, anyone caught wearing a clean cloak or fine silks is charged double as a 'fancy-lad tax.'

TavernView
The Brine and Bubble
Shop

The Brine and Bubble

Zinfizzle often talks to a pickled octopus in a jar behind the counter, calling it his 'Consultant.' He constantly wipes ozone-scented condensation off the glass walls of the shop.

Shop
View
Mara's Shipyard and Sundries
Shop

Mara's Shipyard and Sundries

Mara refuses to sell any navigational tools to anyone who cannot demonstrate they know how to tie a bowline knot correctly.

Shop
View

Key Personas

Silas Hobbs

Silas Hobbs

Silas is a study in stubborn integrity. He is a man who treats a cabin boy with the same stern formality as a merchant prince. He is intensely protective of the dockworkers, often paying for their medicines out of his own pocket, yet he remains socially isolated, refusing to join them for a pint. He has an internal tension between his love for the sea and his absolute refusal to step foot on a ship ever again. He is patient with honest mistakes but shows a cold, terrifying wrath toward intentional deception.

Valerius Vorr

Valerius Vorr

Valerius is a man of dualities. To his wealthy merchant guests, he is the pinnacle of hospitality: charming, well-read, and always ready with a vintage wine or a flattering word. However, beneath this veneer lies a predatory instinct. He views every interaction as a transaction and every person as a ledger entry of debts and favors. He is generous with credit but ruthless when collecting, often putting families out of their homes for a few gold pieces. Despite his cruelty in business, he has a strange softness for stray cats, keeping a secret saucer of milk in his warehouse for the local feline population.

Maradin 'Mara' Thrundark

Maradin 'Mara' Thrundark

Mara is a woman of loud laughs and quiet observations. She is incredibly generous with the local sailors, often 'forgetting' to charge for small repairs, yet she is notoriously miserly with the wealthy merchants from the hills, charging them double for the same services. She holds a deep reverence for the integrity of wood and stone, feeling that a poorly built structure is a personal insult to the earth. Though she appears jovial, she is intensely observant, tracking the draft of every ship in the harbor to judge if their cargo matches their logs.

Bundle Contents

08Items

Generated entities

Regional Effect

The Vertigo Mist

A thick, heavy fog often rolls off the bay and clings to the hillsides between the wharf and the cliffs.

Mechanic

Any creature moving between the wharf and the cliff districts must succeed on a DC 12 Survival or Perception check or become Disoriented, doubling travel time and suffering Disadvantage on Initiative if attacked while on the path.

Connections

Silas Hobbs

FREQUENTSThe Brass Monkey Tavern

Valerius Vorr

OWNSThe Lighthouse Inn

Maradin 'Mara' Thrundark

MANAGESMara's Shipyard and Sundries

Silas Hobbs

DISTRUSTSValerius Vorr

The Lighthouse Inn

LOCATED_IN_UPPERSeawall Summit

The Brass Monkey Tavern

LOCATED_IN_WHARFSeawall Summit

Quest Objectives

Investigate the 'Ghost Cargo' missing from the Lighthouse Inn’s warehouse.

The players discover a hidden lift system and earn the favor of the Merchant Council.
The players are framed for the theft by the real culprits, leading to a bounty on their heads.

Assist Dockmaster Hobbs in identifying a smuggler among the shipwrights.

Hobbs provides the party with a permanent 'Dock Pass' and access to restricted naval supplies.
The smuggling ring expands, and the Brass Monkey Tavern becomes a front for a hostile pirate faction.