Spelljammer
Campaign Start
Encounter in Seaton
Campaign:Greyhawk
Elf Campaign?Yes
Adventure Name:Campaign Start
Adventure Topic:Encounter in Seaton


Remember that the native language of this area is Keoish which, of the members of the group, only Kalin speaks.









The capital of the Viscounty of Salinmoor is Seaton. Home to a population of roughly 3,500 residents, Seaton is not the largest town in the Viscounty. Its position as the capital is more historic than anything else. Rustic with pretensions of being cosmopolitan, Seaton is taken as a joke by those familiar with the likes of Gradsul, Niole Dra or almost any of Keoland’s cities and towns outside Salinmoor. Still, as the capital, it summons up a dignity that suggests it potential, however, raw.

Chiefly concerned with fishing, Seaton is home to the majority of the Viscounty’s fishing fleets. A better fishing port will not be found and is only equaled by the fishing docks of Gradsul. Of course, almost the entire city of Seaton smells of fish, something not true of Gradsul, which is much more than just a fishing port. If there is excitement to be found in Seaton, it will be found in and around the docks. The further from the sea one goes, the quieter and more rustic Seaton becomes until it is almost as if one has left the present century for some earlier time.




The group will put ashore amid the rocky cliffs on the east coast of the Viscounty of Solinmoor. Specifically, they will put ashore just south of Splitrock, which is a very small town (roughly equivalent to the Village of Hommelet). If the group strikes inlands, they will eventually reach a road that travels between Splitrock (NE) and Seaton (SW).

With very little money, the group may have no interest in incurring inn and food expenses when they have a ranger that can provide for them in the woods. Even so, there is no inn in Splitrock and, if someone asks (in Keoish) they will be told the nearest inn is located in Seaton, about 15 miles to the southwest.

As the group is in Seaton, whether spending the night or just passing through, the town will come under attack by an organized group of slavers. The slavers have two ships moored in a sheltered cover to the south of Seaton. The attack will come from the northeast and the west by two groups of slavers. One group was put ashore to the west of Seaton and traveled via the road. The second group disembarked from the cove and make their way north. The two groups coordinate their attack with magic (Messenger spells). There are about 100 slavers in each of the two groups and they will attack suddenly and viscously. Their aim is to capture people and transport them to the ships. Some of the slavers are tasked with keeping guards and other organized resistance at bay while the rest are tasked with capturing slaves.

The presence of the group will not materially alter the outcome of the attack, which is that the slavers will kill many of the guards and other defenders and make off with over 200 slaves. However, the group can certainly build goodwill with a strong and organized presence in helping to defend the town and even rescuing some of the townspeople that were captured. If they do so in a public manner, their actions will be noted. However, there is also the risk that, as strangers in town, they may be mistaken for slavers.

The result of the encounter should be that the group will be able to capture some coins and equipment that will keep them funded for a short time. The inn in Seaton will be partially destroyed in the battle so the group will want to move on towards Saltmarsh a day or so after the battle, leaving Seaton to mourn their dead and captured.

GM: This also sets the group up to eventually participate in the Slave Lords adventure.


Slavers
Offense: Attacks: 1, Init: 1d10, SC: 80, Dmg: 1d10+1
Defense:
DEF: 25, PROT: 3, ROF 4
HP
: 3d10+30
Saving Throws
Magic50
Mental0
Normal50
Luck50
Treasure:
  • 3d6 cp
  • 1d6 sp (50% chance)
  • 1d3 gp (10% chance)
  • Weapon - Longsword (01-30), Mace (31-60), War Club (61-80), Dagger (81-00)
  • Shield - Large Shield (01-20), Small Shield (21-55), No Shield (56-100)
  • Armor - Leather (01-40), Reinforced Leather (41-80), Scale (81-90), Ring (91-97), Chain (98-00)
  • Magic - 5% chance of any above item (weapon, shield or armor) being magical.
Number
HP
Opponent
Notes
1
0/45
Darkthorn/Wiley
2
0/45
Darkthorn/Wiley
3
0/45
Kalin
4
45
5
45
6
20/45
Lorcan
7
45
8
0/45
Morgan
9
0/45
Dyson
10
0/45
Rory
11
45
12
45

PCs Involved:
File Attachments: