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Every town needs its watering hole. For Prizewater, that’s The Scurvy Stern. It uses the Seaside Tavern battlema, which was last seen as The Wake n’ Waves Tavern by Troy. This time, we’re introducing it as a slice-of-life tavern where folk of Prizewater come for a break from their day or play a dice game known all along the coast.

Right now, The Scurvy Stern has nothing threatening it. Here, you’ll find a cast of NPCs who are working or relaxing, some events that tie the community together, and some hooks to inspire your own short adventures that can begin from a barstool. Use The Scurvy Stern to begin a campaign in a location that evokes a coastal community vibe.

The Tavern

The Scurvy Stern sits on a salt-worn platform that extends over the water, propped on barnacled posts, with a rowboat bumping against a small dock below. The tavern seems made from the remains of a ship’s stern, featuring a faded S.S. nameboard above the open taproom door, where you can smell wood fire cooking something extraordinary.

The Scurvy Stern is built from the remains of a warship’s stern. Most of the name board is gone, a cursive S.S. on rotted wood is all that remains. Grott and Veld kept it, named the place, and turned the wreck into something worth visiting. A taproom and small kitchen sit on a wooden platform stretching over the shore, with a dock below for the tavern’s rowboat.

It’s the best view on the coast, and the least complicated place in Prizewater. No shady dealings. No trouble. Just salt air, the house chowder, and enough Kelp Ale to carry you through sultry days into pleasant evenings.

General Features

Atmosphere. Warm and unhurried with salt air and woodsmoke. 

Menu. Kelp Ale 4cp, House Chowder 2sp, Cook your catch 5cp/lb

Rowboat and Dock. The tavern owns a small rowboat used by Grott and Veld to harvest kelp.

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The Crew

Two people own and operate the Scurvy Stern, they’ve recently decided to recruit more staff.

Grott

Role: Co-owner and cook.

Appearance: Broad half-orc with calloused hands and a permanently stained apron with pockets of herbs. He is rarely seen without a ladle.

Personality: Doesn’t say much and lets the food speak. Criticism of his cooking is met with immediate, disproportionate rage, yet he’s the first to feed a struggling traveller on the house.

Motivation: Keep the kitchen running. Keep the chowder recipe secret. Prove, bowl by bowl, that his chowder is the best on the coast.


Veld

Role: Co-owner and host.

Appearance: Lean half-orc with an easy smile and clothes one notch too fine for a coastal tavern.

Personality: Warm, attentive, and just hard enough to pin down. His hospitality is mostly genuine. Old habits surface when coin gets tight. Grott keeps him honest.

Motivation: Keep people comfortable. Keep certain dealings far enough from Grott that he never has to ask.


Wren

Role: Bartender.

Appearance: Young half-elf with ink-stained fingers and a slightly overwhelmed expression. 

Personality: Eager and earnest. Perpetually two steps behind Veld. Takes every task seriously. Yet to learn which ones don’t deserve it.

Motivation: Earn coins to pay for his ink and parchment as he studies to be a wizard. 

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NPCs

Here is a list of characters that frequent The Scurvy Stern that offer the party a chance to meet other locals.

d6NPCs
1 Anse. Senior with a sunburnt head. Fishes off the platform every morning and evening. Hasn’t caught anything worth mentioning in years but he wears today’s different.
2Tobb. Local leatherworker. Takes his lunch break here, stitching a sailing hat for Anse (whether Anse asked for it or not).
3Merrik. Prizewater General goods proprietor. Always delivers the order himself so that he can get paid in a meal and drink on his lunch break. 
4Sister Maris. Reads her fiction books on the platform. Watches the sea like she’s waiting for something.
5Baron Quint. Noble, who owns a house on Founders’ Walk but is only seen living there during the better seasons of the year. 
6Oswin. Local carpenter who was childhood friends with Grot. Maintains the platform. His dog goes everywhere with him.

Adventure Hooks

You can expand these hooks into your own short adventures or simplify them into a skill challenge for the party.

d6Hooks
1 A storm upturned a nearby reef, revealing a shipwreck’s that’s been sitting there ever since, unclaimed. But what the characters find might be best left untouched.
2Grott and Veld need ale carried from their house to the tavern. When the characters arrive, the house has clearly been broken into.
3Grott and Veld are offering a week of free food and ale to anyone who harvests seaweed from the nearby kelp forest. But it seems something has made a home out of the forest and doesn’t want its abode destroyed.
4A storm upturned a nearby reef, revealing a shipwreck that’s been sitting there ever since, unclaimed. But what the characters find might be best left untouched.
5The chowder’s secret ingredient runs low. Grott sends characters to the caves a few hours inland along the river. The characters discover that Grott trades with dwarves who live far underground.
6A ship has been drifting on the horizon for three days. No one’s come ashore.

Events

These events are signs of the community that gathers at The Scurvy Stern. Some of them might even lead to a larger adventure.

d6Hooks
1 A hoard of glowing jellyfish drifts past the platform. Sister Maris calls it a portent for great change afoot.
2Anse pulls up a bronze-scaled swordfish. He’s been fishing that same spot for twenty years.
3Survivors row in on a dinghy. They don’t say much about what happened, but they have been branded with a mysterious symbol.
4A travelling bard sets up in the corner, telling stories of cities further inland.
5A Conquer tournament kicks off. Stakes climb fast.
6Locals gather on the beach after dark to trade ghost stories of the coast.
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Conquer Minigame

Every trade route has a price.

Conquer was born in the space between merchant and pirate, in smoke-thick ship cabins where crews with nothing but time invented ways to settle debts and start new ones. It spread port to port the way rumours do. Fast, and slightly different every time. The dice are fate. The pot is the route. Lose enough ground and the route is gone. Lose it all and you’ll be too.

Rules
Players: 2+   Ante: 1sp per round
Setup
Each player pays 1sp into the pot. Every player starts on a d20.
Each Round
Both players roll their current die. The lowest roll loses.

If you lose, you have three options:

Accept the loss. Move down one die. The winner takes the pot. 
Re-roll. Pay 1sp into the pot and re-roll your die. 
Challenge. Pay half the current pot (rounded down) to force your opponent to re-roll. 

If you re-roll or challenge and still lose, you move down one die and forfeit the extra money to the pot.
The Die Ladder
d20 → d12 → d10 → d8 → d6 → d4
Elimination
Lose a round on a d4 and you’re out.
Tournament Play
Round robin format. Each player pays 1sp per round as normal.
Bye: Pay a flat 2sp into the pot to skip a round. Each player may only bye once per game.
Tiebreaker: Players eliminated on the same round at the same die level roll a single d20. Highest roll wins. No options. No re-rolls.

Conclusion

The Scurvy Stern can be dropped into any coastal setting. And with some minor adjustments, you could even place it along a jungle river. Whenever I write D&D locations, I keep people and culture in mind–it’s usually enough to inspire the entire table to collaborate on great ideas during play. Whether it’s from the cast of NPCs or the Conquer minigame, I hope you find something to steal from in this article.

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What do Ian, a hydra, and a hat rack have in common? They all wear many hats. Ian freelances across copywriting, short fiction, and RPG design. If you’d rather just hear him ramble about telling better stories at the table, look for Unfound Fables on Instagram.

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Ian Arguilles

What do Ian, a hydra, and a hat rack have in common? They all wear many hats. Ian freelances across copywriting, short fiction, and RPG design. Here, you’ll find his stories paired with brilliant maps by 2-Minute Tabletop.

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