Peg Leg Carl, the Salt Prince

Level 6 Human Fighter (Champion)

Available with DM subscription
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
10
CHA
14 (+2)

Defense

Armor Class 16 (chain mail)
Hit Points 52 (6d10 + 5x(6+2) + 12 (Con) +2)
Speed 30 ft., swim 30 ft., climb 15 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Survival +3, Athletics +7, Perception +3

Features

The Salt Prince's Ledger

Custom Level 1
Story

Carl keeps a private ledger of names. Two lines are blank and two lines are inked over. If a character earns his absolute trust (or shows him the tithe ledger naming his two men), he will open it. Mechanically, once per adventure he may spend his Action Surge to act even while Frightened, as if his terror of the island's arithmetic were a thing he could order about like a crew.

The Steady Hand (and the Shaking One)

Custom Level 1
Story

Carl's hands are steady on a chart and shake over a cup. He has advantage on any check made to read a chart, navigate, or plot a course (navigator's tools, water vehicles), but disadvantage on any check made while holding a drink he has not finished.

Fighting Style: Dueling

Fighter Level 1

When wielding a melee weapon in one hand and no other weapons, Carl deals +2 damage with that weapon.

Action Surge

Fighter Level 2
1/short or long rest

Take one additional action on his turn (not the Magic action).

Improved Critical

Champion Level 3

Carl scores a critical hit on a 19 or 20 with weapon attacks.

Second Wind

Fighter Level 1
1/short or long rest

Bonus action: regain 1d10 + fighter level (6) hit points.

Extra Attack

Fighter Level 5

Carl attacks twice when taking the Attack action.

Behind the character

Character Information

Peg Leg Carl is a famous sailor, a treasure-hunter, and the younger brother of King Soleiman of Lordinium โ€” a man whose name opens harbours and whose laughter fills chart rooms. Sun-blackened and wind-cured, with a wooden leg from the knee and a coat of oiled sealskin that has never fully dried, he laughs like a breaking wave and stops laughing very suddenly. He is generous to a fault with coin and evasive to a professional standard with truth: he will answer any question about the voyage except how many of his crew came home, and he flinches at the word 'return'.

His hands are steady on a chart and shake over a cup. He keeps a private ledger of names with two blank lines and two inked over, and he has not slept properly in eleven months. Beneath the charm is a man doing arithmetic he cannot put down: two lives against forty, paid on a black beach to buy a ship's return, and the certain knowledge that the island keeps accounts.

He is Chaotic Good in the way of a man who believes rules are for other people's voyages โ€” but the horror he carries is quiet and administrative, a schedule of tithes with his own handwriting on it. He hires the party because he cannot go back alone, and because he cannot confess to anyone who has not already agreed to sail north with him.

Before the adventure

Character Background

Carl was born the second son, which on the Crown Coast means born free. His elder brother Soleiman got the castle, the desk, and the weight of the Crown; Carl got the harbour, the masts, and the run of the Salt Quarter's worst taverns by the age of fourteen. He went to sea first as a punishment and stayed as a vocation, working coastal packets, then whalers, then anything with a hull and a horizon, and by thirty he had a reputation: the man who came back.

Three wrecks, two wars, and a leg lost to a capstan cable did not slow him โ€” the wooden leg became part of the legend, and 'Peg Leg Carl' became a name that opened harbours from Greyharbor to ports he never named. He was the first to chart the Weeping Firth's false channels, the first to survive the northern crossing in a generation, and the brother the King could never quite decide whether to be proud of or frightened of.

Eleven months ago Carl found Borealis. He has told the story a hundred times since โ€” the black sand, the green vines, the fruit that should not grow, the fog thick as water โ€” and every telling is true and every telling is incomplete. What he does not tell is the last night: the island's price, spoken plainly at the treeline altar, and the arithmetic he did on the beach with Brannoc standing beside him. Two men. Forty returned. He spoke the price aloud himself, and the Saltspray came home with a hold full of impossible fruit and a crew that will not sleep in the dark.

Since then Carl has been managing a slow collapse. He pays his nine returned crewmen to stay quiet. He drinks steadily and without pleasure, and only when his hands are already shaking. He has read the scraped word 'tithe' in his own copy of the scripture and said nothing. He keeps a ledger of names โ€” the Salt Prince's Ledger โ€” with two lines inked over, and he opens it at night when the chart room is dark and the harbour is quiet.

He flinches at the word 'return' because the island uses it as a receipt: any return shall incur a price of blood upon those who return, and Carl has paid, and knows the receipt is not final.

He is hiring again because the alternative is worse. The fog stain on his chart is growing. The singing reaches the High Quay on spring tides. And Aurel Vane is up there in the white, doing openly and at scale what Carl did once and in secret โ€” feeding the island, keeping the books, and building toward a hundred and one. Carl cannot allow that, and cannot explain why without confessing, and so he has done the only thing left to him: chartered a ship, sealed a writ through his brother's reluctant clerk, and started recruiting people who can keep their heads in fog.

He pays well. He pays whether or not the voyage finds anything. And he will answer every question except the one that matters, until someone earns the right to ask it โ€” or shows him the ledger that names his two men, and forces the account open in front of witnesses.

Threads to follow

Unresolved Plots

  • The second sea-chest: Brannoc has packed oilskins, letters, and a log with two pages cut out for a man who is not coming back, and Carl does not know the chest exists. When it opens, it opens the whole wound.
  • The King's sealed letter: Soleiman's warrant for Carl's arrest sits in the party's possession, and neither brother knows exactly when it will be opened โ€” or what Carl will do when he learns his brother signed it.
  • The growing fog stain on Carl's chart, which soaks through from the other side and widens at every turning of the tide: the island is keeping his account, and the account is not closed.
  • The crew that will not sleep: nine of Carl's returned sailors still stand at the harbour wall at night, listening to the water. Carl has been paying them to stay quiet, and the payments are running out โ€” as is their silence.
  • The word 'return' in the scripture's warning was rewritten in a hand that does not match the rest of the text โ€” and Carl has never asked whose hand it is. The answer connects his own voyage to a thirty-year-old erasure he walked past without seeing.

Beneath the surface

Secrets

  • Carl gave two of his own crew to the island at the Gate of the Twelve to buy the Saltspray's return โ€” he spoke the price aloud himself, and Brannoc held one of the men down.
  • Carl has been paying his nine returned crewmen a monthly stipend from his own purse to keep them from talking about the voyage, and the fund is nearly empty.
  • Carl knows the scripture's warning is not a metaphor. He read the scraped word 'tithe' on his own chart-table copy the night before he came to hire the party, and said nothing โ€” because saying it aloud would mean admitting what the price had bought him.

What haunts them

Fears

  • The island's arithmetic โ€” that debts of blood are real, countable, and that his own are still outstanding. It is why his hands shake over a cup and not over a chart.
  • That his brother was right about him: that the expedition is a folly, the charter a con, and the Salt Prince a man who buys his way out of things with other people's lives.
  • Dying at sea and being counted โ€” the specific terror that the island will take his name the way it took the two men's, and paint it on a skull on a shelf where nobody will read it.

What drives them

Aspirations

  • To settle the account: to go back to Borealis, find what remains of the two men, and give them rest โ€” even if rest means his own name on the third shelf.
  • To be worth his brother's forgiveness โ€” or, failing that, to face the warrant like a sailor rather than flee like a smuggler.
  • To break the tithe itself: not to take the Thirteenth's vacant place, not to feed the island, but to end the arithmetic entirely, so no captain after him ever stands on a black sand doing the same sum.

Personal quest ยท 1

The Two Names

Carl must finally speak the names of the two crewmen he left on Borealis โ€” the men he gave to the island to buy his own return. The quest sends him (and the party) to Brannoc Tull's second sea-chest, then to the tithe ledger recovered at Frostmarch, where both names appear in Vane's hand. Carl must decide whether to confess to his crew, to King Soleiman, or to carry the ledger south and let the Crown's courts do the arithmetic for him.

The quest forces him to open the Salt Prince's Ledger, whose two inked-over lines are the two names, and to face Alder Tull, whose father may be one of them.

Current Stage

Confront Brannoc and open the second sea-chest; learn what Brannoc held down on the black sand.

Choice
Tell the crew the truth aboard the Saltspray, or keep the lie until Borealis.
Telling the truth costs Carl the crew's faith but earns Brannoc's forgiveness and steadies the ship; keeping the lie means the crew learns it from the ledger at the worst possible moment.
Alternative
Give the ledger to King Soleiman or keep it as his own confession.
The King's sealed letter orders Carl's arrest; surrendering the ledger is Carl's way of choosing the Crown over the island. Keeping it means Carl intends to pay the island himself.
Mechanical Rewards
  • Carl's Salt Prince's Ledger opens: he may spend Action Surge while Frightened, and gains one additional use per adventure.
  • The Steady Hand improves: the shaking-hand disadvantage is removed if the two names are given rest.
  • New feature โ€” Debts Named: once per day, Carl can declare a debt aloud to force one hostile humanoid to make a DC 15 Wisdom save or lose its next action, as the weight of accounted names presses on it.
Narrative Rewards
  • Carl sleeps properly for the first time in a year, and stops flinching at the word 'return'.
  • Brannoc Tull's full loyalty, and Alder Tull's โ€” or his enmity, depending on choices made.
  • King Soleiman's private absolution, or his warrant, depending on the ledger's fate.

Personal quest ยท 2

The Brother and the Writ

Carl learns that King Soleiman has sealed a letter ordering his arrest and the seizure of the Saltspray โ€” and that the King's clerk asked the party to spy on him. Carl must decide whether to confront his brother before the voyage, bribe or charm the clerk, or sail with the letter sitting in the party's pack like a keg of powder. The quest forces Carl to reckon with the family he abandoned for the sea, and with the fact that his brother has been right about him all along.

Current Stage

Discover the King's errand and the sealed letter โ€” by catching the party at it, being told, or reading the clerk's second letter to the King.

Choice
Confront the party about the spying, or pretend not to know and use it.
Confrontation is honest and costly; pretending lets Carl feed the party a curated version of himself, which curdles when the truth of the two names emerges.
Mechanical Rewards
  • New feature โ€” The King's Brother: once per adventure, Carl may invoke his name to command any Crown official or sailor as if by charm person (no save from commoners; DC 15 from officers).
  • Or, if the confession path is taken: Carl gains proficiency in Persuasion and removes his Charisma-based disadvantage from the shaking hand.
  • The Saltspray may gain the Crown cutter Resolute as an allied ship in the finale.
Narrative Rewards
  • Resolution โ€” one way or another โ€” of the relationship between the Salt Prince and the Steady King.
  • The party learns whether their patron is a liar they sail with or a penitent they fight beside.

Personal quest ยท 3

The Chart That Bleeds

The white fog stain on Carl's chart has soaked through the paper from the other side, and it has been growing since he came home. Carl has begun dreaming of the island's arithmetic โ€” tides that count, a bowl that fills. He becomes convinced the chart is a tithe-token: the island kept his heading, and it wants the rest of the account. The quest takes Carl and the party to the Drowned Shrine, to Mother Ulva, and finally to the Gate of the Twelve, where the chart must be given, burned, or kept.

Current Stage

Investigate the stain: measure it, show it to Maren Voss and Mother Ulva, and learn it grows at every turning of the tide.

Choice
Tell the crew the chart is marked, or hide it and navigate from memory.
The crew already suspects the ship is cursed; honesty here buys Carl credibility he will need when the two names surface.
Mechanical Rewards
  • Permanent immunity to the Frightened condition at sea (if the chart is given), or resistance to necrotic (if kept).
  • The Saltspray's navigation bonus, or the Gate's-price intelligence.
  • Carl's Compass of the Long Way is revealed to be paired with the chart โ€” once the stain is resolved, the compass can point to Borealis as well as harbours.
Narrative Rewards
  • Carl's dreams end, or deepen into something he must answer at the Tide-Heart.
  • Mother Ulva's secret comes into the open, changing the Salt Quarter's politics.

Major Decision

Context

The tithe ledger from Frostmarch names Carl's two men alongside Vane's victims โ€” in the same hand, on the same pages. The crew, the party, and Alder Tull all stand to learn the truth at once.

Choice Made
Carl chooses whether to confess to the crew himself, let the ledger speak, or destroy the pages bearing his two names.
Impact

Confession: Carl keeps the crew and gains the Ledger's full power; the pages naming Vane's victims survive as evidence. Letting the ledger speak: the crew fractures and half refuse to sail the final approach, but Carl avoids the confrontation. Destroying the pages: the evidence against Vane is weakened (the Crown's case fails, epilogue darkens) and Carl permanently loses The Salt Prince's Ledger feature โ€” the book, emptied of its purpose, is just a book.

Major Decision

Context

At the Gate of the Twelve, the price is a life freely given or taken. Brother Cassian will not volunteer. Carl has already paid this price once, in the worst way, and knows exactly what it costs.

Choice Made
Carl volunteers himself โ€” the gate will take him โ€” and asks the party to sail on without him; or he argues for the token substitutes (the coral bell, the lens, the astrolabe's ring, or the bleeding chart); or he stays silent and lets the party decide.
Impact

If Carl gives himself: the gate takes him only partway โ€” the Thirteenth's binding recognizes a debt already paid and returns him at dawn, weakened but marked; Carl gains the Thirteenth's Nail and a permanent -1 to his maximum hit points, and the party crosses free. If a token is used: no one pays in blood and the Ossuary treats the party kindly. If Carl stays silent: whatever the party chooses, Carl must live with it, and his Ledger feature becomes unusable โ€” he can no longer order his own terror about.

Major Decision

Context

At the Tide-Heart, Vane offers Carl specifically a place in the new order: the arithmetic Carl already practiced, made honest and rewarded. Vane means it. Carl's two men would be counted as tithes already rendered, debts settled.

Choice Made
Carl refuses Vane publicly, wavers, or accepts โ€” and the party watches him decide.
Impact

Refusal: Carl joins the breaking rite, granting the party advantage on the Religion check and adding his Action Surge to the timed encounter. Wavering: Carl does nothing for one round โ€” costing the party a round of the six-round tide timer โ€” before refusing; the island's grooves deal him double necrotic damage for the fight. Acceptance: Carl becomes a temporary hostile combatant with the Coral Crown's authority over the drowned; if the party breaks the tithe anyway, Carl survives, returns to Lordinium, and faces his brother's warrant โ€” the campaign's saddest epilogue.

Transformative Moment

Trigger

Opening the Salt Prince's Ledger in front of witnesses.

Transformation

Carl's charm stops being armor. He speaks plainly afterward, and his Persuasion improves while his Deception effectively disappears โ€” he can no longer comfortably lie.

Mechanical Changes

Persuasion

Gains proficiency (+3)

A man with nothing left to hide asks plainly.
The Salt Prince's Ledger

Upgrades to two uses of Action Surge per adventure, usable while Frightened.

The terror is named and can be commanded.

Transformative Moment

Trigger

The two names being given rest on Borealis.

Transformation

The shaking hand steadies. Carl stops drinking entirely โ€” not from discipline, but because he no longer needs the cup.

Mechanical Changes

The Steady Hand (and the Shaking One)

The disadvantage while holding a drink is removed permanently.

The tremor was the island's arithmetic in his nerves; the account is settled.

Transformative Moment

Trigger

Hearing the Thirteenth speak at the Ossuary.

Transformation

Carl recognizes a fellow debtor โ€” a man punished for refusing an arithmetic everyone else accepted. He becomes the party's fiercest advocate for the breaking rite, whatever it costs.

Mechanical Changes

Alignment

Shifts from Chaotic Good to Chaotic Good (Refuser) โ€” he will not participate in any ritual requiring a life, and will spend his actions preventing one.

The Thirteenth's patience teaches him what refusal looks like when it is done properly.

Ally

Brannoc Tull, the First Mate

Relationship ally โ€” twenty years at his side, and the witness to his worst act
Influence 9/10
Loyalty 6/10

Shared History

Brannoc signed onto Carl's first ship at nineteen and has been his first mate for twenty years, through three wrecks, two wars, and the voyage that broke them both. It was Brannoc who held one of the two men down on the black sand of Borealis while Carl spoke the island's price aloud, and it was Brannoc who rowed the boat back without looking at his captain. He packed a second sea-chest for the man he held down and has not unpacked it.

Brannoc does not drink, will not whistle on deck, and will not say the island's name after dark โ€” small disciplines that hold a larger guilt at bay. He has never lied to Carl, and his silence about that night is the closest thing to a lie he has ever managed. He vouched for Old Hask without being asked, because he knows what it is to come back from the fog alone and needs someone else to have done it too.

He will follow Carl to the Tide-Heart, but he has already decided that if Carl offers anyone else to the island, Brannoc will put him over the rail himself โ€” and Carl suspects it, and loves him for it.

Potential Breaking Points

  • If Carl conceals the two names when the ledger surfaces, Brannoc will tell the crew himself.
  • If Carl accepts Vane's offer at the Tide-Heart, Brannoc turns on him without hesitation.

Enemy

Aurel Vane, the Ashvane Admiral

Threat Level 10/10
Conflict Type philosophical and personal โ€” Vane is what Carl could become

Personal Stakes

Vane and Carl are the same man divided by a year. Both read the island's arithmetic and chose to pay it in other people's blood; Vane simply kept the books open. Worse, Vane knows about the two men โ€” the tithe ledger records them, and Vane has read every line of his own ledger. He greets Carl at the Tide-Heart not as an enemy but as a colleague finally arriving at the honest version of the trade they both practice, and he offers Carl a settled account: your two men are already counted, Salt Prince.

Come and be paid. Carl hates Vane with the particular loathing of a man who hates his own reflection, and he cannot refute a single thing Vane says, which is why he must not debate him โ€” only refuse him. Vane, for his part, has studied Carl's expedition as a budget problem and considers the Saltspray a source of spare lives. He has offered Kestrel Rook a bounty on Carl's pilot and charts specifically, and he intends to take the crew whole.

Possible Resolutions

  • Carl can be the one to perform the breaking rite, answering Vane's arithmetic with refusal.
  • Carl can be the one to argue for sparing Vane โ€” because killing him would be another entry in the ledger.

Faction

The Borealis Expedition

Standing 10/10

Influence

Carl is the expedition โ€” its patron, its captain of record, and its reason for existing. He owns the Saltspray, pays the wages, sealed the charter in wax and salt water, and personally recruited Maren Voss, Brannoc Tull, and every whaler and disgraced navy man aboard. The crew's loyalty is to him personally, which is exactly the problem: they are loyal to a man who sold two of their own shipmates to an island, and they do not know it.

Carl's leadership style is generosity and evasion in equal measure โ€” he pays whether or not the voyage finds anything, remembers every man's family, and changes the subject with a joke whenever the north comes up. The crew's deep superstition about the fog is partly his creation; he has spent eleven months managing what they know. When the truth of the two names surfaces, the expedition's cohesion will depend entirely on what Carl has built or broken in the meantime.

He can hold the beach at the Tide-Heart with the whole crew behind him, or watch half of them refuse to leave the ship โ€” and either outcome is his own doing.

Obligations

  • Pay every hand whether or not the voyage finds anything โ€” he always has, and it is the last unimpeachable thing about him.
  • Bring the crew home; he has failed at this once and will not survive failing twice.

Benefits

  • The Saltspray and her full crew as a mobile base, hospital, and escape route.
  • Brannoc's twenty years of seamanship and the whalers of Frostmarch as allied muscle in Act III.

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