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6. Wainwright of Nulb

The Wainwright Depot in Nulb serves as a critical staging ground for the Temple of Elemental Evil’s covert supply and prisoner logistics. Situated strategically at the convergence of the High and Low Roads from the Viscounty of Verbobonc, this depot is under the direct oversight of Commander Feldrin, the Temple’s supply chain chief. Operated by Ivar "Two-Fingers" Maddok, a Temple-aligned wainwright, the depot receives loot, prisoners, and supplies from regional bandit groups, most notably those led by Gattas Void, before they are moved deeper into Temple operations.


Description of the Wainwright Compound

The compound is enclosed by a low, crumbling river-rock wall, offering minimal visual cover but clearly marking its boundaries. Its main structures and yard layout are specifically designed for swift wagon repairs, inspections, and transfers rather than long-term storage.

  • Main Workshop Cottage:
    The primary building is a weathered, visibly sagging wooden cottage serving as the wainwright’s workshop. The structure rests upon a large wooden porch designed for easy wagon access, repairs, and quick unloading of goods. Its aged timbers and warped planks speak of long neglect, but the underlying structure is deceptively sturdy.
  • Storage Yard:
    Unlike traditional depots, there is no large indoor storage. Instead, all wagons and carts are kept openly in the yard, organized for quick inventory checks and rapid transfer across Emridy’s Run. Bandit guards regularly patrol the yard to prevent theft or sabotage.
  • River Cottage & Dock:
    Positioned at the compound's edge along Emridy’s Run is a small, unassuming river cottage with an attached wooden plank dock. The dock permits discreet river transport of supplies and prisoners arriving by small boats, supplementing road-based wagon transport and offering a fallback route during emergencies.
  • Brigand Outpost (Crimson Reapers):
    Directly across the road from the depot stands a small, dilapidated, leaning cottage. This structure serves as a station for the The Crimson Reapers, elite brigands loyal to Rom. These guards ensure depot security, swiftly responding to threats and maintaining operational secrecy.

Workers at Maddok’s Workshop

Maddok’s workshop in Nulb is not just a bustling center for transportation and vehicle repair; it's also home to a diverse group of workers, each contributing their unique skills to the business's operations. These individuals not only support the daily functioning of the workshop but also play crucial roles in maintaining the safety and efficiency of logistics in the region

Living Conditions and Financial Details
  • Accommodations: The separation of sleeping quarters, with drivers and guards in the loft and the wainwright team in the stalls, reflects their roles and the operational priorities of the workshop.
  • Financial Details: Each worker has a small amount of personal money, ranging from 1d6 + 10 copper pieces to 1-2 silver pieces, indicating modest living conditions and limited personal wealth.

Temple Logistics and Operations

The Wainwright Depot plays a crucial part in the broader Temple logistics network, directly interfacing with Madame Selentis (Nysera Krivaltis) and her agents who transport goods and prisoners across the Emridy’s Run bridge to the Old Mayor’s Manor, before final transfer to the secret tunnel at the Hunting Cabin managed by Gefreid Patris.

Operational Flow:

  1. Bandit Shipments: Wagons loaded with loot, prisoners, and supplies arrive at the depot under the leadership of Gattas Void from bandit camps and raiding parties along the High and Low Roads.
  2. Inspection & Sorting: Shipments are inventoried and assessed by Ivar Maddok and his trusted workers. Critical goods are immediately passed to Madame Selentis’s men for discreet transfer.
  3. River Supplement: The attached river dock provides alternate transportation, enabling the depot to receive supplies and personnel via small boats operated by Temple-aligned smugglers.
  4. Security & Enforcement:
    Crimson Reaper brigands monitor the depot around the clock, quickly dealing with any suspicious activities or intrusions, and ensuring the seamless movement of goods.

Key Personnel

Ivar "Two-Fingers" Maddok – Temple-Aligned Wainwright

A ruthless and efficient operative loyal only to Commander Feldrin, Maddok oversees all depot operations. Known for his discipline and willingness to punish failure severely, he maintains absolute control over the depot.

  • Role: Operational management, wagon repair oversight, depot security
  • Characteristics: Brutal pragmatism, intimidating authority, total loyalty to Feldrin
Jorvan "Muck" Remley – Chief Craftsman

Responsible for keeping the wagons and carts operational, Remley works under constant pressure. He resents Maddok but fears his wrath too much to act openly against him.

  • Role: Wagon and harness repairs, depot maintenance
  • Characteristics: Resentful obedience, skilled craftsmanship
Crimson Reaper Brigands

Led by Rom’s elite operatives, these brigands provide depot security from their nearby outpost. Their presence ensures swift and deadly response to threats or infiltrations. Their main task is to watch traffic along the High and Low roads as they cross the bridge into the village of Nulb.

Relationships and Command Structure

  • Supreme Commander Hedrack: Oversees all Temple operations; Feldrin directly reports to him.
  • Commander Feldrin: Responsible for all Temple logistics; direct superior of Maddok and Selentis.
  • Madame Selentis (Nysera Krivaltis): Handles prisoner and cargo logistics from depot to 33. Old Mayor’s Manor.
  • Gattas Void: Coordinates loot shipments arriving by road from the Moathouse and Trevil’s Fens Cottage.
  • Gefreid Patris: Final recipient of supplies and prisoners, coordinating the hidden tunnel access.

Security Measures

  • Regular patrols by Crimson Reapers.
  • Perimeter traps and concealed alarms around river and land access points.
  • Detailed logbooks falsified for external appearances.
  • Strict no-entry policy for unauthorized personnel enforced lethally.

Adventure Hooks

  • Intercepting a Shipment:
    Adventurers ambush or infiltrate bandit wagons heading to the depot, gaining insight into the Temple’s operations and potentially rescuing prisoners or recovering stolen goods.
  • Dockside Espionage:
    The PCs infiltrate the river cottage dock at night to gather intelligence or sabotage Temple shipments, evading Crimson Reaper patrols and revealing hidden secrets.
  • Crimson Reaper Conflict:
    Tensions escalate between the Crimson Reapers and depot workers, giving players opportunities to exploit these divisions and sabotage Temple logistics.
  • Depot Raid:
    Direct assault on the depot to halt Temple supplies, creating logistical chaos and forcing Feldrin’s hand, potentially leading to broader conflicts within Nulb.
  • Hijacked Cargo: A Temple shipment has gone missing, and Ivar is desperate to retrieve it before the Temple suspects treachery.

DM Notes

  • Operational Importance: Disruption of depot operations significantly impacts Temple logistics, providing strategic leverage for players.
  • Factional Rivalries: Maddok’s harsh rule breeds resentment among his crew, providing opportunities for betrayal or insider assistance.

Introduction to Ivar “Two-Fingers” Maddok

From behind a covered wagon steps Ivar “Two-Fingers” Maddok—broad-chested, weathered, and grim-eyed. His left hand, twisted and incomplete, grips the handle of a rusted walking stick, while his right rests loosely near the hilt of a shortsword hidden beneath his apron. He sizes you up through narrowed eyes—less with suspicion than with a merchant’s practiced desperation.

“You lot—aye, you’re new to the mud and stink of Nulb, but I hear you ain’t fools. Listen close. One of mine—wagon and driver—never made it past the grain tower. Supposed to carry sealed goods straight to the Temple’s back vault. Sealed. If it’s gone, if it’s opened, I’m a dead man wrapped in temple parchment.”

Wainwright of Nulb by 3orcs

Ivar 'Two-Fingers' Maddok by 3orcs
Ivar "Two-Fingers" Maddok

Master Teamster

Gruff, sharp-eyed, and ruthless, Ivar is a former smuggler-turned-businessman, running the shop with an iron fist.

  • Lost three fingers in a deal gone wrong, leaving his left hand gnarled and half-usable.
  • Works closely with the Temple’s agents, ensuring shipments reach their hidden tunnels.
  • Has an uneasy alliance with Madame Selentis, providing them with wagons when necessary.
Jorvan "Muck" Remley – Wainwright

A hunched, one-eyed carpenter, Jorvan handles all wagon and wheel repairs.

  • Unkempt and perpetually covered in wood dust, he speaks in grunts and curses.
  • Secretly despises Ivar but stays for the coin.
Wagon Guards by 3orcs
Wagon Guards

Hulking brutes clad in patched armor, these two act as enforcers, ensuring that shipments reach their destination without interruption.

  • Former mercenaries who found steady work in Nulb’s underworld.
Workforce and Roles

Drivers

Responsible for managing carts and wagons, both also regulars at the Waterside Hostel.

  • Role: driver.
  • Items: leather armor, crossbow, dagger
Guards

Provide security for deliveries, equipped with crossbows and swords.

  • Role: guardsmen
  • Items: ringmail, xbow, shortsword
Hired Hand

Cares for animals and maintains the shop.

  • Role: hired hand
Wainwright

Skilled craftsman, aided by apprentice Henri in repairing and constructing wagons.

  • Role: wainwright
  • Items: leather armor, battle axe
Wainwright apprentice

In training, aided by apprentice in repairing and constructing wagons.

  • Role: apprentice wainwright
  • Items: leather armor, shortsword, dagger

Type
Shop, Generic
Parent Location
Owning Organization
Wagon Guards

Medium Humanoid (Human), Neutral Evil

AC 15 (Chain Shirt) | HP 39 (6d8+12) | Speed 30 ft.

STR 16 (+3) | DEX 12 (+1) | CON 14 (+2) | INT 10 (+0) | WIS 11 (+0) | CHA 9 (-1)

  • Skills Athletics +5, Intimidation +2, Perception +2
  • Senses Passive Perception 12 | Languages Common
  • Challenge 2 (450 XP)
Actions
  • Multiattack. make two melee attacks.
  • Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) bludgeoning damage.
  • Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d10+1) piercing damage.
Tactics & Traits
  • Brutal Enforcers. Gain advantage on Intimidation checks when threatening violence.
  • Relentless (1/Day). If reduced to 0 HP, they drop to 1 HP instead.
  • Underworld Hired Muscle. Cannot be bribed for less than 50 gp.



Cover image: Nulb Banner by 3orcs

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