4: Boatman’s Tavern and Nulb Market
From the outside it looks dirty, cheerless and unwelcoming. Hardwooden planks and huge, stone pillars make up most of the building's outer structure. It's tough to see through the large, stained glass windows, but the apathy from within can be felt outside.As you enter the tavern through the old, hard-wooden door, you're welcomed by a coldness and watching eyes. It's as disgusting inside as it is on the outside. Hard-wooden beams support the upper floor and the light fixtures attached to them. The walls are completely empty, only covered in a layer of fatty grime. The tavern itself is almost completely abandoned. The few people inside probably work less honorable operations, but whoever they are, you'd like to stay as for away from them as possible.You did hear rumors about this tavern, supposedly it's infamous for something, but for the life of you you can't remember what for. Though judging by judging by the people in this place, it's probably something shady and possibly dangerous for strangers like you.
The Boatman’s Tavern and Nulb Market is the lawless heart of Nulb, a seedy den where pirates, bandits, smugglers, and mercenaries converge to trade stolen goods, broker dirty deals, and drown their sins in cheap ale. Owned in name by Lodriss, but truly controlled by a shadow network of criminals, the tavern serves as a vital hub for bandits, river pirates, and agents of the Temple of Elemental Evil. Though appearing chaotic and disorderly, it is a well-managed enterprise under the watchful eyes of Lodriss and her lieutenant Skole.
The Boatman’s Tavern and Nulb Market is the rotting heart of the village of Nulb, a festering den of villainy and covert cult activity nestled along the foul banks of the Imeryds Run. Situated at the intersection of criminal commerce and unholy scheming, this sprawling complex serves as the central hub for pirates, bandits, cult agents, and smugglers loyal to the Temple of Elemental Evil. Divided into five interconnected sections, the building offers vice, trade, and terror under one dilapidated roof.
The facility is loosely managed by Lodriss and Skole, veteran thugs who turn a blind eye to dark dealings for the right coin. Unbeknownst to most, the brothel's madam, Elvanna Thorne, is an acolyte of the Elder Elemental God and a direct agent of the Greater Temple’s high priest, Hedrack. Beneath the surface, a secret dungeon processes slaves and Temple recruits, guarded by brutal cultists.
Structure and Layout
1. The Tavern – Mainroom of Boatman’s (Faces Pier)
A dim, smoky space filled with raucous laughter, spilled ale, and the dull thud of knives in wood. The tavern serves as the unofficial town hall for Nulb’s underworld. It is here that pirates arrive, mercenaries are hired, and Temple envoys meet with bandit lords.
2. The Boatman's Warehouse (Also Faces Pier)
Stacked high with crates of stolen goods, smuggled arms, and Temple-bound supplies. Guards from the Crimson Reapers watch over the inventory, occasionally helping to load covered wagons at night.
3. Nulb's Black Market Hall - Boatman's (Faces the Village)
A shadowy bazaar where poison vendors, artifact traders, and slavers conduct their trade. Disguised cultists hawk trinkets imbued with elemental power. Information and favors are often the true currency.
4. The Brothel of Boatman’s Tavern "Elvanna’s Loft" (Second Floor)
Elvanna Thorne runs this operation with cruel elegance. Her courtesans act as spies, blackmailers, and recruiters. The brothel doubles as a Temple initiation ground for select patrons.
5. The Basement of the Boatman’s Tavern (Hidden Below)
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.
Outside Appearance
The Boatman’s Tavern appears unwelcoming at first glance. Rough-hewn wooden planks and thick stone pillars support the structure, with stained glass windows set high, clouded with grime and filth. The establishment seems to carry an air of disinterest, as though it cares not for its patrons' comfort or approval.
- Facade: Aged wood and stone pillars hold up a sagging structure, its stained-glass windows blackened with grime.
- Windows: High stained glass windows, barely translucent from dirt.
- Atmosphere: The stale air reeks of sweat, booze, and despair, layered over with the scent of unwashed bodies and sour ale.
Inside Description
Stepping into the Boatman’s Tavern, patrons are greeted by a dank and dimly lit room, layered in dirt and smoke. Inside, whispered negotiations and the occasional brawl fill the air. Rivermen, hired killers, spies, and cultists all drink here, but few speak too loudly—unless they wish to attract the wrong kind of attention.
- Layout: Simple, with heavy beams supporting the roof and little to no decoration.
- Barkeep: Skole, the brutish barkeep and former smuggler, enforces the house rules: Pay your tab, mind your business, and if you start a fight, finish it fast
- Patrons: A mix of village folk and rivermen, as well as more sinister characters.
- Atmosphere: Cold and uninviting; the patrons mostly keep to themselves.
The Tavern Area
Description and Services
In the back corner of this expansive warehouse, the tavern itself is set up to cater to a rough clientele. The tavern, capable of holding 30 patrons, serves basic beverages—mostly ale, beer, and cheap wine. The establishment’s overall mood is loud, raucous, and occasionally violent, as rivermen and locals alike settle disputes or make shady deals over drinks.
- Capacity: Can host up to 30 patrons at a time.
- Beverages: Primarily low-cost beer, ale, and wine.
- Clientele: At any time, 1d4 + 2 villagers and 1d6 + 6 rivermen can be found here, often joined by river pirates from Tolub’s crew.
Relationship with Temple Agents
Lodriss has an unspoken alliance with temple agents, allowing the cultists to conduct business within Nulb without interference. The tavern serves as an informal meeting ground for cultists, pirates, and mercenaries who align with the Temple of Elemental Evil.
- Meetings: Cultists occasionally use the tavern for secretive gatherings.
- Mutual Benefit: Both parties benefit from the shared goal of controlling trade and intimidation in Nulb.
River Pirates and Nulb’s Economy
The River Pirates
The Boatman’s Tavern is a known gathering spot for Captain Tolub and his river pirates, who have significant control over Nulb’s docks. These pirates use the tavern as a base for trading stolen goods and recruiting new crew members, lending Nulb an air of lawlessness that discourages formal authority from meddling.
- Leader: Captain Tolub the head of The River Pirates, claims a significant part of Nulb as his territory.
- Business: Pirates bring in illicit goods and restock supplies here.
- Culture: Pirates follow their own charter system, which outlines treasure shares and crew responsibilities.
Influence on Nulb’s Trade
The presence of the river pirates and their dealings at the Boatman’s Tavern have transformed Nulb into a hub for black-market trade along the river. While tensions sometimes arise between rival pirate crews, the general atmosphere remains one of uneasy collaboration under Tolub’s watchful eye.
- Black Market: Nulb’s market sees a lot of illicit trading due to pirate influence.
- Local Economy: Most of Nulb’s income is tied to pirate activity, with legitimate business limited.
- Tensions: Rivalries exist, but an all-out conflict is currently avoided to maintain order.
Skole Welcomes Adventurers
As you step into the dimly lit, smoky interior of Boatman’s Tavern, a hush falls over the rowdy conversations. Eyes flick in your direction—some filled with curiosity, others with suspicion. Just as you start to take in the room, a burly man with a thick, muscular build and a layer of grime on his apron looks up from polishing a grimy tankard. His face splits into a crooked, almost sardonic grin as he sizes you up.
“Well, well, what do we have here?” Skole drawls, his voice a rough, gravelly sound that cuts through the chatter around you. "A band of newcomers, eh? Haven't seen you lot around before. Brave souls, wanderin’ into Nulb without a clue where ya are." He chuckles, a low, rumbling sound, as if he’s in on a private joke.
He leans forward on the bar, squinting at you. “You lot lookin’ for drink or trouble? Round here, we serve both in plenty—though trouble’s got a nasty habit of findin’ you whether you ask for it or not.” He chuckles darkly, nodding toward a few unsavory types nursing their mugs at the corner tables. They shift slightly, casting sideways glances, measuring you in silence.
Then Skole gestures lazily with his thumb towards a rickety table by the window. "Take a seat if you can find one that ain’t sticky. Or join the river rats by the fire if you’re after stories of…adventure,” he says, his eyes glinting with something between amusement and a challenge. "But don’t go thinkin’ you’ll get a warm welcome. Nulb ain’t the kind of place where folks get friendly easy, if you catch my meanin'."
He straightens, glancing at your gear, an eyebrow raised. “Just watch yourselves. Don’t spill nothin’ on the floor—it’s filthy enough as it is.” With that, he turns back to his tankard, though you feel his gaze lingering on you from the corner of his eye, ever watchful.
DM Only Section
Secret Alliances and Conflicts
- Lodriss and Captain Tolub. Their relationship goes beyond a simple business partnership, with Lodriss using Tolub’s influence to protect her investments in Nulb.
- Temple Cultists: The tavern serves as an informal headquarters for the cult’s operations in Nulb. They meet in shadowy corners, whispering plans that align with the Temple’s darker purposes.
- Potential Conflicts: While the pirates and cultists currently maintain a loose alliance, tensions could arise if the Temple demands more resources or if rival pirate crews become emboldened.
Adventure Hooks
- Interception: Adventurers may overhear cultists planning a new raid or sacrificial rite, prompting them to intervene.
- Hidden Smuggling: Underneath the tavern, a hidden cellar connects to the river, used for storing valuable contraband. Discovering this could lead to greater plots involving Nulb’s underground network.
- Tolub’s Defiance: If Tolub’s influence wanes, rival pirates or cultists may attempt to take control of the tavern, leading to a power struggle that adventurers could exploit.
Pirates at Boatman’s Tavern
The atmosphere in Boatman’s Tavern shifts noticeably when Captain Tolub and his crew are in port. The notorious river pirate, known for his cunning and ruthlessness, often uses this establishment as a base of operations for his illicit dealings along the Velverdyva River. Tolub leads a band of approximately 30 river pirates aboard his ship, The Red Gold. However, only a fraction of his crew is present at the tavern at any given time.
Crew Composition
- Current Composition: When Tolub is in port, you can expect a crew of about 10 pirates to accompany him, while the remainder are either out raiding along the river or guarding the ship.
- If Tolub is absent: His right-hand man, Grud Squinteye, takes over. He commands a similar crew and operates with the same ferocity and cunning as Tolub.
- Clientele: At any time, 1d4 + 2 villagers and 1d6 + 6 rivermen can be found here, often joined by river pirates from Tolub’s crew.
Random Port Presence
To determine who is in port at any given time, roll 1d6 and consult the following chart:
Roll | Roll Outcome |
---|---|
1 | Captain Tolub's crew of the Iron Dagger |
2 | Captain Vesrek's crew of the Crimson Trader |
3 | New pirate ship posing as a merchant |
4 | Merchant ship with shady ideals |
5 | Viscounty war ship |
6 | Check again, rolling 1d4. |
Note: If both crews are present (roll of 5), double the crew size for Tolub and provide Grud’s crew with identical numbers.
Pirate Behavior
- Nighttime Activities: Captain Tolub's crew is only present after dark, where they can be found drinking heavily, recounting tales of their exploits, and planning future raids. The ambiance becomes rowdy and chaotic, with laughter and shouting often spilling out onto the street.
- Serving Wenches: During their presence, three serving wenches will also be on hand, navigating the tumultuous atmosphere as they serve drinks and food. They are well aware of the pirates' nature and tread carefully to avoid upsetting them.
Influence and Reputation
Tolub's crew has earned a notorious reputation not only for their piracy but also for their interactions with the townsfolk. While some villagers fear the pirates, others are drawn to them, hoping to gain favor or benefit from their wealth. However, trouble often follows in their wake, and adventurers are cautioned to tread carefully when navigating this undercurrent of danger.
Show SpoilerBoatman's Tavern Nighttime Encounter Table (Percentage-Based)
Usage Instructions:
- Determine Attendance: Roll 1d4+1 to decide how many unique NPCs are present on a given night.
- Roll for Each NPC: For each, roll d100 and consult the table below.
- Avoid Duplicates: If a duplicate is rolled, reroll to ensure unique encounters.
- Adjust for Events: Modify percentages based on in-game events, such as festivals or recent conflicts.
d100 Roll | NPC or Group | % Chance | Description |
---|---|---|---|
00 | Skole, Tavernmaster | 100% | Always present, overseeing the tavern's operations and monitoring patrons. |
01–10 | Captain Tolub & Grud Squinteye (with 1d4 pirates) | 70% | Regulars who often engage in drinking and brawling. |
11–15 | Smigmal Redhand and Bandits (1d3) | 50% | Conducts clandestine meetings and recruits new members. |
16–20 | Water Temple Cult Agents (1d2) | 40% | Disguised as travelers, they observe and gather information. |
21–25 | Debt Collectors of The Gilded Shackle (1d2) | 30% | Watch for owed coin. Threaten loudly if emboldened. |
26–35 | Local Fishermen (1d4) | 60% | Local fishermen unwinding after a day's work, sharing gossip and tales. |
36-39 | Mother Screng, Herbalist | 20% | Stops by to gather news and observe patrons. |
40-41 | Otis, Blacksmith | 10% | Rarely visits, but keeps an eye on the village's happenings. |
42-43 | Darneth (Wanted Ranger) | 10% | Slips in silently, drinks, and vanishes. Keeps to corners. Might be disguised. |
44-45 | Elvanna Thorne, Brothel Overseer | 15% | Oversees the brothel with cruel efficiency; occasionally visits to gather information. |
46-49 | Constable Malvaar (alone) | 30% | Wary, distracted. May question the PCs indirectly. |
50-55 | Attloi Rhennee (1d3) | 40% | Eryk broods, Talla watches the Reapers, Orsik eavesdrops. PCs may be recruited for help with Serena. |
56-57 | Clerics from the Viscounty | 20% | Random church %50 Inquisitors of St Cuthbert. |
58-62 | Rogren the Rat, Dockside Informant | 40% | Seeking a free mug of ale for gossip |
63-64 | Lorveth “The Broker” Thrask with The Chainfangs (2d2) | 20% | Illicit meeting with brigand and pirate informants |
65-66 | Master Valegrave with enforcer guard (2) | 10% | illicit meeting with brigand and pirate informants |
67-69 | Captan Vesrek and 2d4 slaver pirates | 20% | illicit meeting with brigand and pirate informants |
70-72 | Jorvas Eelcutter | 50% | Patriarch of the Eelcutter family, involved in fish trade and secret dealings. |
73-74 | Borric "Eel-Blood" Harvane | 30% | A half-mad fisherman and poacher, known for his sun-scarred appearance and erratic behavior. |
75-77 | Velwyn "Blackfish" Tarves | 40% | One-eyed smuggler and direct liaison between The Drowned Net and Captain Tolub. |
78-79 | Wat, Barman from Waterside Hostel | 20% | Visits to coordinate with Skole and monitor activities. |
80-81 | Dick Rentsch, Waterside Hostel Owner | 10% | Rarely leaves his establishment but appears for important deals. |
82-85 | Rhennee Traders (1d3) | 30% | Stop by to relax and exchange news. |
86-90 | Bandit Spy of Madame Selentis (1d2) | 40% | Posing as a gambler, prostitute, or bouncer. |
91–92 | Traveling River Merchants (1d2) with guards (1d4) | 20% | Seek information and potential trade opportunities. |
93-94 | Madame Selentis (disguised) | Observing or orchestrating a manipulation attempt. May approach the party indirectly. | |
95-96 | Krael Vortash | Lurking in the shadows or speaking with a contact. Clearly dangerous. | |
97-99 | Mysterious Hooded Stranger | 25% | DM’s choice. Possibly Lucius the Courier, or a disguised cultist. |
100 | Special Encounter (DM's Choice) | Varies | Introduce unique events or characters as needed. |
Notes:
- Elvanna Thorne: Oversees the brothel with a firm hand and occasionally visits the tavern to gather information and maintain her influence.
- Adjusting Percentages: The listed percentages are base chances. Adjust them based on the current state of the campaign, recent player actions, or significant events in Nulb.
This table aims to provide a dynamic and immersive experience for players visiting the Boatman's Tavern at night. Adjust the frequency and nature of encounters based on the evolving narrative and player interactions.
Summary
The Boatman’s Tavern and Nulb Market is more than just a tavern; it is the heart of Nulb’s dark economy, rife with hidden alliances and whispered conspiracies. Run by Lodriss through her proxy Skole, it serves pirates, villagers, and cultists alike, with each party finding their own purpose in its smoky, dimly lit halls. For adventurers, it offers a rare glimpse into the clandestine dealings of Nulb, where the forces of Evil scheme in plain sight—if only they dare to look.


Skole the Proprietor
Skole, a former smuggler and riverman, manages the tavern on behalf of its true owner, Lodriss. He is well-known in the village, both for his size and his skill at managing unruly patrons. Skole often stays at the tavern overnight, particularly when the crowd is rowdier than usual.

Lodriss – The Real Owner
Though Skole manages the tavern and market, it is Lodriss who holds true ownership. A former camp follower with a shrewd business mind, Lodriss has leveraged her relationship with Captain Tolub the river pirate leader, to maintain dominance over the tavern and its revenue.

Elvanna Thorne
Acolyte of the Elder Elemental God, mistress of the brothel, and Hedrack's liaison. She oversees cult recruiting, rituals, and secret communications. Wears crimson robes and a mask of ceremonial paint in private rites.
Velara and Mardun
Velara is a seductive half-elf spy who sells secrets gathered from her clients. Mardun is a hulking ex-gladiator who acts as brothel security and silent enforcer.
Ketta and Norla
Serving wenches who work in the tavern by day and drink with bandits by night. Share a cramped bedroom and know far more than they let on.
Goods Available
The market offers a mix of items, typically including basic provisions, tools, and occasionally contraband goods sourced by the pirates.
- Provisions: Food supplies, fishing gear, and other basic goods.
- Merchants: Mostly local villagers and traveling rivermen.
- Prices: Generally low, with minimal quality assurance.



Boatman's Tavern Menu
Dark River Ale
A thick, foamy ale brewed locally, known for its bitter aftertaste and dark, nearly black color. Favored by pirates for its strong kick.
- 1 silver piece per mug
Smuggler’s Grog
A potent mix of fermented fruit juice, honey, and spices. Often diluted with river water, but potent enough to leave the unprepared stumbling.
- 8 copper pieces per cup
Imerydy's Rum
A harsh, spiced rum favored by Tolub’s crew. Strong, smoky, and aged in barrels stolen from merchant vessels.
- 2 silver pieces per shot
Swillwater Mead
Cheap, watered-down mead with a hint of honey. The tavern’s cheapest drink, known for its murky color and weak taste.
Black Market Thug of Nulb
Medium humanoid (human), neutral evil
Armor Class 13 (leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR 14 (+2) DEX 12 (+1) CON 13 (+1)
INT 9 (–1) WIS 11 (+0) CHA 10 (+0)
Saving Throws Str +4, Int +1
Skills Intimidation +2, Perception +2
Senses Passive Perception 12
Languages Common, Thieves' Cant
Challenge 1/2 (100 XP) Proficiency Bonus +2
Multiattack. The thug makes two melee attacks.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Menacing Glare (Recharge 5–6). The thug locks eyes with one creature within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn.
Tactics. These thugs rarely start a fight unless commanded. They use Menacing Glare to intimidate before combat. If outnumbered, they fall back and call for reinforcements from Lodriss’s warehouse crew.
Comments