Missing Shipment Contract
A merchant hires the party to recover a vanished cargo of preserves, lamp oil, and sealed crates before the town declares the loss an insurance fraud.
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A quiet trade town has begun losing shipments, memories, and people. Strange acid scars mark the docks, old records are being altered, and a hidden ledger points to a deeper conspiracy.
In Act I, the party investigates missing goods and a poisoned archive, then follows the clues into the flooded underworks beneath the town. The tone is moody, investigative, and lightly occult, with a focus on clues, tense skirmishes, and escalating danger.
The campaign is designed as a grounded fantasy mystery with room for combat, negotiation, and exploration. Act I ends with the party uncovering the first layer of the villain’s scheme and earning the means to pursue the truth further.
Rain has fallen for three days straight, and the river smells wrong.
In the dockside town of Blacksalt, cargo disappears, workers forget deliveries they swore they made, and the old archive has started leaking a sharp green residue. A local official is offering coin to anyone willing to look into the thefts before the next shipment arrives.
You are drawn into a mystery of stolen goods, hidden records, and a threat that is already moving through the town’s flooded foundations. Expect investigation, eerie clues, and dangerous foes lurking where the water rises knee-high.
Act I is a compact investigative opener in a river-port town where shipments vanish and archival records are being tampered with. The party should spend the first scene gathering rumors, the second scene investigating the archive and its hazards, and the third scene confronting the villain’s agents in the flooded underworks. Keep the villain mostly offstage, but let the party discover evidence of alchemical acid, altered manifests, and a ledger naming future targets. End with a clear lead into the broader conspiracy.
A merchant hires the party to recover a vanished cargo of preserves, lamp oil, and sealed crates before the town declares the loss an insurance fraud.
A magistrate asks the party to guard the town archive after a series of suspicious leaks, broken locks, and altered records point to sabotage.
The party investigates missing cargo and altered records in a rain-soaked trade town. Each scene reveals a deeper link between the docks, the archive, and the flooded underworks until the villain’s first scheme is exposed.
Rain glosses every plank and barrel in the harbor. Workers speak in low voices, glancing toward the river as if expecting it to speak back.
Open with rumor gathering, a few suspicious details, and visible signs of tampering. Let the players choose who to question. The goal is to steer them toward the archive without forcing a single answer.
The archive doors are swollen with damp, and a sharp chemical sting rides the air as you step into rows of leaning shelves.
Make this a tense exploration scene with one hazard and one small fight or chase. The party should find the underworks access point and a partial ledger page here.
Water laps against ancient stone, and every sound is doubled by the dark tunnels around you. Somewhere ahead, a lantern swings once and goes still.
This is the climax. Run it as a guarded descent with ambush points, then the final confrontation with the villain’s agents. The ledger should be found here if the party missed it earlier.
Milestone: The party reaches level 2 after recovering the ledger and exposing the first layer of the conspiracy.
Sable Marin
Completed
Sable Marin is the sort of villain who seems almost courteous until the party realizes that courtesy is the blade. Soft-spoken, patient, an…
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Subscribe NowSable wants to erase shipment records, control trade through fear, and build a private supply network beneath Blacksalt before moving to a larger coastal market.
Soft-spoken, patient, and unsettlingly polite. Sable never raises the voice, preferring precise language, controlled gestures, and the quiet confidence of someone already several moves ahead.
Sable avoids direct confrontation in Act I, using agents, traps, and timed destruction of evidence. If cornered, Sable uses terrain, retreat routes, and disposable defenders to escape rather than die in place.
Defeat in Act I exposes the ledger, but Sable may survive to become a recurring antagonist. Redemption is possible only if the party uncovers coercion behind the operation and offers a way out before the final escape.
Recommended party: 3-5 characters
Confirm the desired tone is mystery-forward with moderate danger and no graphic horror. Ask players how they feel about corruption, theft, and sewer-like spaces. Use lines and veils for drowning, confinement, and poisoning. Encourage at least one character to have a reason to care about shipments, records, or honest trade.
For a weaker party, remove one enemy from each encounter and reduce hazardous terrain. For a stronger party, add one low-CR official monster to the first two encounters and increase enemy willingness to use cover, shoves, and retreats. Keep the final fight dangerous through terrain rather than extra bodies.
Give one new clue per scene and repeat key symbols often: the three-droplet seal, acid residue, and altered records. Let failure complicate the path rather than stall it. If the players miss a clue, have it appear in another place. Keep the villain offscreen until the party has the ledger in hand.
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Suggested Level: 1-2
- Slippery dock planks
- Crates provide half cover
- Mooring ropes can be swung or cut
- Dark water counts as difficult terrain if entered
15 gp, a cargo seal stamped with three droplets, and a torn page listing archive access times.
Reduce to 1 Bandit and no mastiff for a very small party. Add 1 Bandit for a stronger group or if the party has advantage from good scouting.
Suggested Level: 1-2
- Narrow reading aisles
- Broken shelving creates difficult terrain
- A leaking alchemical vat creates a 10-foot hazard zone
- Tall windows offer climbing exits
A key to the underworks gate, 25 gp in sealed payment slips, and a partial ledger page naming the next target.
If the party prefers roleplay, the cultists can flee or bargain after one round. For more danger, add 1 Flying Sword or increase the hazard zone.
Suggested Level: 1-2
- Knee-deep water in most passages
- Narrow stone ledges above the floodline
- Collapsing brickwork near old valves
- One dry platform overlooks the chamber
A sealed ledger, 50 gp in mixed coin, and a potion of healing hidden in a watertight tube.
This is the climax of Act I. For a weaker party, replace the Cult Fanatic with a Cultist. For a stronger party, add 1 Bandit and a secondary water hazard that forces movement.
Ledger-Pen of Clear Ink
Completed
Act I, Town Archive
False
Tideglass Charm
Completed
Act I, Flooded Underworks
True; requires attunement
Watertight Tube of Holding
Completed
Act I, Dockside Evidence Cache
False
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