4. Boatman’s Tavern Basement
The Forgotten Depths Beneath the Ale
Beneath the worn timbers and riotous laughter of the Boatman’s Tavern lies something far darker than old kegs and salted meat. The basement complex, hidden behind a trapdoor cleverly concealed behind the bar, is a decaying warren of shadows—a haven for smuggling, detention, and torture. While most believe it to be a simple storeroom, it houses a chilling secret known only to Captain Tolub, Lodriss, Madame Selentis, and a trusted few.
Tolub’s Smuggler’s Chamber (Northern Basement)
This low-ceilinged, torch-lit chamber behind reinforced warehouse doors is Captain Tolub’s private landing zone for illicit river cargo. The flooring is stone-set, permanently damp, with moss creeping between the cracks. Stacked crates and unlabeled barrels are piled up like a maze, their contents hidden beneath tarps and old sailcloth.
- Contents: Spices from distant ports, crates of stolen textiles, black-market weapons, and barrels of Velunese wine—all looted during Tolub’s river raids.
- Dock Access: At low tide, a concealed ramp opens to the rear pier, hidden beneath a trapdoor disguised as a freight-loading dock. Slaves, weapons, or rare cargo can be quietly moved in and out.
- Security: Two of Tolub’s crew members always remain nearby, armed with cutlasses and orders to kill anyone snooping. Some crates are rigged with tripwire noisemakers.
- Relationship to the Temple: Tolub stores and delivers Temple-bound goods here, though he resents their control. He is tolerated by Selentis and Lodriss for the usefulness of his spoils.
Main Tavern Storage (Main Basement)
Located at the foot of the wharfside stone steps, this section is used for the Boatman Tavern’s day-to-day operations. Compared to the rest of the basement, it smells of grain and brewing yeast. A long row of dusty wine racks line the back wall, housing bottles of local red, fermented berry mash, and a few exotic imports taken from pirate loot. Smoky wall-mounted oil lanterns flicker and cast long shadows over crates and barrels, giving the room a dim glow. Moisture clings to the stone, and a faint mist creeps in from the pier with each tide, curling along the ground like a ghost. Stacked casks of ale and piles of salted meat are bound with thick rope and labeled with crude chalk tags.
- Contents: Ale barrels, smoked fish racks, sacks of barley, wheels of aged cheese, dried fruit, and tankards of spiced root mash.
- Staff: Typically managed by Skole or a pirate assistant. Skole ensures legitimate-looking inventory is maintained separately from Tolub’s goods.
- Signs of Overlap: Keen eyes may notice duplicate barrel marks or mismatched manifests—a clue that legitimate and smuggled goods occasionally blur.
- Lore: This chamber is occasionally used as a cover for quiet bribes or hiding Temple goods in the open.
The Flooded Prison Room (Southern Wall Chamber)
Beneath the Boatman’s laughter and lantern glow lies a cramped, damp warren that serves three masters at once: smuggler’s artery, “legit” storeroom, and drowned gaol. A trapdoor behind the bar drops into narrow stone halls where stacked crates form a shifting maze strung with quiet tripwires; farther in, yeast-and-grain give way to mildew and iron, and the floor tilts toward a half-flooded chamber of rusted cages, a stained rack, and chains that never quite stop swaying. Lanterns spit smoke, river mist creeps under the door, and a slick, plank-braced tunnel—just wide enough for two men and a crate—snakes off toward a ruined shack for midnight handoffs. It is Hosk “Chains” Varlek’s kingdom: ledgers dry on wine racks, keys hang heavy at his hip, and every footfall above has a shadowed answer below.
Hidden Door
Hidden behind a stone wall panel with a barrel rack set before it, the dungeon is a dreadful place of old horrors and drowned secrets. River seepage constantly leaks through the foundation, collecting into slick pools beneath the cages. Mildew cakes the stone. Blood and rust streak the floor. The secret entrance to the smuggler’s tunnel is cleverly hidden behind a moldy ale cask pressed into a stone alcove. A DC 17 Investigation check or DC 18 Perception check reveals the uneven scrape marks and iron hinge concealed in the shadows.
- Conditions: The air is cold and fetid. Water laps against half-submerged cages. The stench of rot competes with that of mold and mildew. A layer of mist crawls the ground.
- Contents:
- Iron Torture Rack: Still functional, flanked by hooks and chains.
- Four Slave Cages: One contains the bloated corpse of a merchant, another is empty but damp with blood, the third has claw marks on the bars, and the last contains only torn cloth and gnawed bone.
- Two Interrogation Cells: Damp straw and rusted buckets remain, signs of recent use.
- Dead Bodies: Forgotten victims, slowly decomposing. Flies and pale fungi spread across their remains.
- Tunnel Access: A hidden panel behind the ale cask opens to a narrow, stone-lined tunnel. The passage is slick, braced with planks, and ends beneath a collapsed fishing shack east of the tavern. Used for secret transfers or escape.
- Trapdoor Ladder Access: A rotting wooden ladder in one corner leads up to a trapdoor that exits into the Boatman’s Tavern kitchen. The hatch is locked from above and covered with flour sacks.
- Lore and Use: Selentis uses the dungeon for high-value prisoners—traitors, spies, or “donations” bound for sacrificial rituals. Lodriss provides the muscle, and Tolub disposes of remains in the river when needed.
Adventuring Notes
- DC 14 Survival or Investigation check reveals dried blood smears, drag marks, and boot prints to the prison wall.
- DC 15 Perception identifies distant sobs, the faint clink of chains, or a moaning voice echoing through the stone.
- Clues Found: Temple papers, slave ledgers, ritual knives, and half-torn notes from terrified captives may all be recovered here.

Conclusion: The Rot Beneath the Revelry
This basement is no mere cellar—it is a crucible of cruelty and control, where laughter above masks the pain below. Every barrel, every bloodstain tells a tale of corruption. And any who uncover its secrets face a decision: expose it… or become the next forgotten voice beneath the tavern.
d20 Captain Tolub Piracy Loot – Bulk Goods (Basement Storage)
| Roll | Looted Cargo Description |
|---|---|
| 1 | Barrel of Velunese plum brandy (Temple seal scratched off) |
| 2 | Crate of silk scarves and courtly sashes (House Milinous crest half-burned) |
| 3 | Sack of dyed wool marked for Celene’s embassies (still slightly damp) |
| 4 | Chest of river pearls packed in straw (1d4 pearls missing) |
| 5 | Cask of rare blackleaf pipeweed from southern Pomarj |
| 6 | Crate of unmarked short swords and cheap bucklers (made for merchant guards) |
| 7 | Barrel of sea salt mixed with ground bone (rumored to be humanoid) |
| 8 | Sack of forged documents, trade permits, and temple “clearance scrolls” |
| 9 | Crate of dried fish and salted boar—some spoiled, some spiced |
| 10 | Chest of temple relics and bronze prayer masks taken from a minor shrine |
| 11 | Barrel of nails, hammers, and rope—pillaged from a construction convoy |
| 12 | Crate of alchemical reagents: sulfur, charcoal, saltpeter (volatile mix) |
| 13 | Sack of black candles, ritual chalk, and scorched parchment |
| 14 | Bundle of spears, javelins, and netting taken from a coastal militia |
| 15 | Crate of stolen textiles: velvets, canvas, and bolts of oiled cloth |
| 16 | Barrel of smoked frogs and lizard tails (intended for cult feasts) |
| 17 | Box of strange shells and trinkets looted from riverfolk grave sites |
| 18 | Sack of shackles, collars, and slave ledger scrolls (some bloodstained) |
| 19 | Cask of imported coffee beans from the south (unusual in this region) |
| 20 | Crate of miscellaneous jewelry (silver chains, lockets, rings)—partially melted and unmarked |
Hosk “Chains” Varlek — Warden of the Drowned Keys
Keeper of the Boatman’s Basement for Lodriss and Skole (and useful to Madame Selentis)
Role & Presence
A narrow-shouldered man with a ropey strength, old bite scars on his forearms, and a loop of iron links at his belt. Hosk moves like a patient spider—soft-soled boots, whistle kept between his teeth, eyes always counting exits. He “keeps order” below the Boatman’s: receives captives, breaks spirits, and schedules midnight transfers through the hidden tunnel. The basement’s existence, trapdoor access, and its use for smuggling and detention are known only to a small circle—Tolub, Lodriss, Selentis, and a few trusted hands.
Personality
- Bureaucratic sadist: Courteous voice, fussy about ledgers and routines; cruelty delivered like paperwork.
- Risk-averse schemer: Lets others draw blood while he pulls strings from safety.
- Listener, not talker: Files away every word; mimics accents later to set traps.
Motivations & Goals
- Keep the line moving. On time transfers through the rear ramp and the collapsed-shack tunnel earn him Lodriss’s coin and Selentis’s favor.
- Protect the secret. The bar-trapdoor, hidden panel, and kitchen hatch stay undiscovered; snoops are “repackaged.”
- Leverage, not loyalty. Hoards slave ledgers and notes to blackmail pirates, cultists, or PCs.
Methods & Territory
- Smuggler’s Chamber (north): Uses the maze of crates and tripwire noisemakers to stall intruders while pirates converge.
- Flooded Prison (south): Works the half-submerged cages and rack; keeps prisoners miserable but alive for sale or sacrifice. DC 17 Investigation/18 Perception to find the door.
- Transfer Routes: Narrow tunnel to the collapsed fishing shack; emergency kitchen hatch locked from above.
Tactics
- Open: In humanoid form, hangs back, uses Help (Mastermind) to feed allies advantage; blows whistle to raise the north-room alarm.
- Midfight: Shifts to hybrid in darkness; fights with shortsword + Sneak Attack, uses Cunning Action to melt into crate-shadows or climb damp stone.
- Control: Lures foes into flooded footing; orders minions to shove targets against cages/rack.
- Escape: Potion of invisibility → tunnel run; leaves caltrops and a chained “decoy” prisoner to delay pursuit.
Relationships
- Lodriss/Skole: “The bosses.” He delivers results, pays a cut, and keeps their names off the paper.
- Madame Selentis: Shares select pages when it hurts rivals; expects protection when heat rises.
- Tolub: Professional friction—Hosk inventories pirate cargo and “loses” things that look too noisy. (Tripwire crates are his.)
Secrets & Clues the PCs Can Find
- Coded journal (Thieves’ Cant): prisoner schedules, bribe lists, and a sketch of the tunnel route (advantage to track transfers for a week).
- Ledger cache: Names, ransoms, ritual notes, and Temple papers hidden in a bottle rack false back.
- Whistle signal: Two short, one long = bar the pier doors; long trill = move a captive via tunnel.
Adventure Hooks
- Midnight Handoff: Intercept a transfer at the shack exit while Hosk supervises under invisibility.
- Paper Cuts: Trade the ledger for amnesty—then watch Selentis and Tolub turn on each other.
- Silver Problem: Town rumor: “The chain-man bleeds wrong.” Finding silvered weapons flips the fight fast.
Sample Lines
- “Keep your voice low. The river hears better than I do.”
- “You’re not prisoners… yet. Tell me whose ledger you belong in.”
- “If you see the fog down here, it’s already too late. That’s the river coming to collect.”

Captives in the Rusted Cages – Awaiting Temple Trade
1. Captain Fenwick Doral
- Race/Gender: Human Male (Oeridian)
- Occupation: Merchant river captain, The Lily of Dyvers
- Condition: Shackled and beaten, his hands broken to prevent escape
- Status: Still defiant, mutters prayers to Zilchus; high value to the Temple for ransom or sacrifice
- Gear: His river charts and signet ring were taken by Tolub’s men and may still be stored nearby
- Hook: He has knowledge of smuggler codes and guild ties in Dyvers that might interest the PCs
2. Boatswain “Red” Haldi Greft
- Race/Gender: Dwarf Male
- Occupation: Senior crewman of The Emberwake, known for transporting dwarven ore
- Condition: Bruised, one eye swollen shut, but remains stoic
- Status: Meant to be handed to Romag for forced labor in the Temple’s mines
- Gear: His stone-carved clan pendant has been hidden in his beard
- Hook: A temple acolyte has taken a personal interest in torturing him for fun
3. Galena of Greenwharf
- Race/Gender: Human Female (Flan)
- Occupation: Ship’s cook and quartermaster, The Silver Lantern
- Condition: Thin and dehydrated, chained by the neck, still humming sailor’s songs
- Status: Set aside for transfer to Belsornig’s water cultists—rumored to be “gifted”
- Gear: None left; she secretly keeps a poison pill in the heel of her boot
- Hook: Claims to have overheard a coded message about Verbobonc emissaries being watched
4. Tarven Jusk
- Race/Gender: Half-Elf Male
- Occupation: Deckhand turned petty smuggler, formerly of The Whispering Gull
- Condition: Feverish and delusional, muttering nonsense about “the eye beneath the waves”
- Status: Scheduled for a midnight ritual by cultists connected to Madame Selentis
- Gear: Hidden pouch under his shirt with a silver locket engraved with an unfamiliar family crest
- Hook: Was carrying a coded message from a temple spy in Dyvers when captured

d20 Tavern Supply Inventory – Food & Drink
| Roll | Item | Description |
|---|---|---|
| 1 | Barrel of ale | Strong and dark, with a bitter aftertaste—labeled “Three-Keg Brew” |
| 2 | Cask of cheap red wine | Corked and dusty, from Wild Coast vineyards |
| 3 | Sack of barley grain | Used for brewing or feeding pigs—partially torn open |
| 4 | Crate of salted fish | Mostly river eel and carp, packed in coarse grey salt |
| 5 | Wheel of hard cheese | Cracked rind, smells sharp; popular with rivermen |
| 6 | Jar of pickled root vegetables | Carrots, radish, and burdock floating in cloudy brine |
| 7 | Loaves of hardtack | Dense and dry, often gnawed by rats before people |
| 8 | Keg of spiced cider | Fermented apple and clove brew, mildly alcoholic |
| 9 | Basket of dried apples and pears | Wrinkled, but sweet and chewy—good travel fare |
| 10 | Smoked sausages on hooks | Hung from crossbeams, greasy with fat |
| 11 | Crock of butter or lard | Kept cool near the floor, sometimes salted |
| 12 | Bag of dried lentils and split peas | Staple stew ingredients for lean months |
| 13 | Jug of honeyed mead | Sweet and golden, imported from a local monastery |
| 14 | Sack of coarse flour | Sifted poorly, may have weevils |
| 15 | Crate of glass bottles | Empty or reused, stored for refilling wine or oil |
| 16 | Barrel of vinegar | Sharp scent, used for preserving and cooking |
| 17 | Pot of stewing herbs | Bay leaves, thyme, nettle, and dried garlic |
| 18 | Jar of tavern mustard | Hot, tangy, and mixed with river salt |
| 19 | Bundle of firewood | Damp and mossy, stacked in the driest corner |
| 20 | Jug of thick molasses | Sticky and black, used in brewing or cooking |

Hosk “Chains” Varlek
Medium humanoid (human, shapechanger), Level 6 Rogue (Mastermind), Wererat, Neutral Evil
Armor Class
15 (Studded leather)
Hit Points
52 (6d8 + 18)
Speed
30 ft. (40 ft. in rat form, climb 30 ft.)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 17 (+3) | 16 (+3) | 13 (+1) | 12 (+1) | 14 (+2) |
Saving Throws
Dex +6, Int +4
Skills
Stealth +9, Deception +6, Insight +4, Investigation +4, Perception +4
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Thieves’ Cant, Undercommon
Challenge
4 (1,100 XP)Proficiency Bonus +3
Shapechanger. Hosk can use his action to polymorph into a wererat-hybrid or giant rat form, or back into his humanoid form. His statistics remain the same in each form, except his AC becomes 12 in rat form (natural armor) gains bite attack.
Wererat Traits.
Keen Smell. Advantage on Wis (Perception) checks for smell.
Damage Immunities: Bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
Shapechanger Regeneration (Hybrid/Rat form): Regains 5 HP at the start of his turn if below half HP and not damaged by silver or magical weapon on the previous round.
Sneak Attack (3d6). Once per turn, deal an extra 3d6 damage to one creature hit with a finesse or ranged weapon if you have advantage on the attack roll, or ally is within 5 ft. of the target.
Cunning Action. Bonus action to Dash, Disengage, or Hide on each turn.
Uncanny Dodge. Use reaction to halve the damage of one attack from a creature Harlow can see.
Evasion. On Dex save for half, take none on success.
Master of Intrigue. Mimic speech, forge documents, and understand social cues.
Master of Tactics. Use Help as a bonus action within 30 feet to aid allies or distract enemies.
Actions
Shortsword (Humanoid/Hybrid Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 6 (1d6 + 3) piercing damage
Sneak Attack: +10.5 (3d6) when applicable
Bite (Hybrid/Rat Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 5 (1d4 + 3) piercing damage DC 11 Constitution saving throw or become cursed with wererat lycanthropy (humanoids only)
Dagger (Thrown). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage
Cunning Action. Bonus Actions Disengage, Hide, or Dash — often used to disappear into shadow or scurry out of reach.
Help (Mastermind). As a bonus action, give an ally advantage on one ability check or attack against a creature within 30 feet.
Equipment Chain loop and whistle
Smuggled potion of invisibility (1)
Journal: prisoner behavior patterns (coded in Thieves’ Cant)

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