Skonmoen is a small town on the eastern shore of Mairton Island, and the first foothold the Halfosians gained on the island when they invaded over a decade ago. Much of the town was destroyed by Halfosian siege engines, and little has been rebuilt since then, as the occupying Halfosians claim all available building supplies are needed for the ongoing war.
Most of the townsfolk now live in the Barracks, hastily built structures put up by the occupying forces, and are not able to return to their homes. The residents of the Barracks do much as they have always done, which is to fish and farm, and carry out their trades as best they can.
Those whose homes were destroyed but who refused to live in the Barracks created Waterbottom, a collection of old fishing and cargo vessels salvaged from local wrecks, lashed together, with two and three storey high shanties built on the decks. Waterbottom is essentially lawless, and its residents scrape by however they can, fishing, hunting in the forests around town (though the good game is in the deep forest, off limits to the townsfolk). Many residents survive on the wages of mistrust, paid by the Halfosians to spy on their neighbours, or as agents of the Mairtonians, risking death to collect information on the movements of the occupying forces. It is rumoured that agents of the deposed Baronettess of Skonmoen, who hides in the deep forest with a few dozen of her most loyal soldiers, are active in town and may be preparing for an attack on the occupiers.
2d6 Random Encounters in Waterbottom
| 2 | 2d6 sentient otters. They taunt the party in a broken but fluid dialect of common. Pelts are worth 20 gp each. |
| 3 | Gang of street urchins. Roll 1d6: on a 5 or 6 they are all 6 inches tall (see entry 11 in this table) and clamber over the party members to pick their pockets. 50% chance of success at stealing 1 item chosen at random (must be small enough to be carried by a few 6 inch tall children). |
| 4 |
Two people argue outside a tavern. Roll 1d4:
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| 5 | The ‘Mayor’. Not really the mayor, but a middle-aged man wearing a tarnished cuirass and carrying a short sword. The mayor questions the party, suspicious of anyone who may be a threat to his perceived authority. The locals ignore him. |
| 6 |
2d6 Halfosian soldiers making an incursion into Waterbottom (Use Bandit stat block for rank and file + 1 Captain, 6 HP, 1 Armor, 14 STR, 12 DEX, 9 WIL, sword (d8)) rooting out:
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| 7 | Rebel guerrilla. Dressed like a blacksmith, but her hands are clean and uncallused. Knows a secret route into Castle Skonmoen and is trying to get a message out to the Baronettess and her band in the woods. Will approach the party, trying to determine if they could be of help. |
| 8 | Gamblers in a corridor playing dice. One is without a shirt, another wears two shirts. They are playing for shreds of Stinkweed. |
| 9 | Out-of-work milliner originally from overseas. Has a few fine hats remaining in stock ranging from 30 gp to 120 gp. Needs money but refuses to drop prices. |
| 10 | Fire! Villagers scramble to put out the flames and chaos erupts. Roll 1d6: on a 1 the cables lashing the boats together break and the boat the party is on begins to float out to sea. |
| 11 |
A wizard. Frail and wizened, surviving on food given to her by the villagers. Roll 1d4. She spends her days:
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| 12 |
A Sea Dragon. Roll 1d4:
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