Forty years ago, the Poisoned Poseidon was a pirate ship that tormented the Sword Coast. Its captain was the warlock Kelton Hunter, who used his ill-gotten gains to fund his infernal spellcraft. In 1457 DR, the pirate warlock sailed the Poseidon at the head of a pirate fleet into the harbor of Baldur’s Gate itself. In a duel with local adventurers, powerful spells caused the massive ship to be washed ashore, leaving it high and dry nearly a hundred feet from shore in the Brampton neighborhood. Kelton himself is said to have vanished, although locals still tell the story of how devils dragged him through a portal to Hell itself.
No one wanted to pay to have the hulk removed, and so for several years it lay abandoned, slowly sinking into the muck while serving as a breeding ground for rats and a lair for various ne’er-do-wells. When the old retaining walls of the dock (damaged during the Spellplague) were finally repaired in the 1470s, however, the ground around the Poseidon stabilized and new construction sprang up around it. The ship itself was converted into a tannery.
In 1492 DR, Dead Three cultists quietly took over the tannery. Other employees were cycled out and cultists were brought in. The Poseidon still operates as a profitable tannery, but serves as a front for cult activities.
LOCATION OF THE POSEIDON
The Poisoned Poseidon is located here:

I’d originally looked at placing it on the far western edge of Brampton, but realized this would basically put it directly across the street from the Low Lantern (see Part 3H: Trafficking Amrik). Nonetheless, we can see how the investigation is going to send the PCs tramping about in the Brampton neighborhood, so it’ll probably be a good idea to review the details on the neighborhood and see what else is in the area before running this session.
Of course, since I’m creating the Poisoned Poseidon out of whole cloth, it doesn’t actually appear on the map. But I did pick a section of the map that fit my general image for the tangled warren of buildings I imagined lying around the ship. (Take a peek at Random GM Tip: Visualizing City Block Maps.)
With a little bit of photoshopping, though, I was able to add the ship to Baldur’s Gate (and threw in Insight Park, too):

You can buy the high-resolution isometric map and top-down map from Mike Schley’s web store. The image above is a relatively tiny section of the isometric view, but I’ve maintained the same resolution so if you buy the map you should be able to add it seamlessly using any image manipulation program.
REFUGEES ON THE DOCKS: One of the reasons for using the Poisoned Poseidon and placing it on the Docks, is to provide an opportunity to view the Elturian refugee crisis from a different angle. The docks just to the east are crowded with refugees trying to find passage on already overbooked ships. Where to? For most of them, it almost doesn’t matter. They’re hoping that the situation will be better in Amn or Waterdeep or Daggerford or Neverwinter or almost anywhere. (Many of them might believe that whatever happened to Elturel is coming for Baldur’s Gate next and they just want to get as far away as possible. See Rumors of Elturel.)
MAPS OF THE POISONED POSEIDON
In creating the Poisoned Poseidon, I hacked together several different maps. First, to position the ship into the urban environment, I took Dyson Logos’ map of Mistshore from Dragon Heist (a slice of which you can see here) and hacked it together with the Third-Story Run map from his website.

For the lower decks of the ship, I grabbed one of Mike Schley’s maps from Ghosts of Saltmarsh, did some quick photoshopping to make it match the neighborhood map of the ship, and then added a Lower Hold from Dyson’s Buried at Sea:

Dyson’s map had actually been of an ersatz ship — a crypt that had been made to resemble a ship — but that didn’t matter: For our purposes, the Lower Hold is the part of the ship that had sunk into the muck. As some point, this unintentional “basement” was expanded by knocking a hole in the back of the ship.
(It was this image that actually decided me on the Poisoned Poseidon: When considering locations that could serve as a murder sites for the Dead Three cultists, Dyson’s Wolf Tower and Vanshiro Reliquary were also on the short list.)
And, of course, because we’re hacking maps together here, the “set dressing” is that of an active ship rather than one which has been converted into a tannery. The scale also changes from 10’ squares to 5’ squares.
KEYING THE POISONED POSEIDON
I’m going to describe the Poisoned Poseidon in broad strokes. If you want to write up a detailed key of each room, it should be a fairly straightforward extrapolation.
As the PCs explore the Poisoned Poseidon, they’ll also be exploring a medieval-style tannery. My primary reference for this was Kim Rendfeld’s short article “Odd Jobs — Tanning: A Medieval Dirty Job,”which I recommend checking out.
OUTBUILDINGS: A wooden staircase on the north side of the ship leads up to the deck. A number of buildings have been erected directly next to the old hull. These mostly contain supplies for the tannery (chemicals, blades, stretching racks, etc.).
MAIN DECK: The main deck is generally kept clear, but there might be a stack of tanned hides ready for sale. A crane has been installed on the poop deck that is used to raise and lower heavy material from street level.
MAIN DECK – CABINS: The Master of Souls’ quarters are found in the fore cabin. One of the aft cabins is a meeting room. The Poseidon Correspondence handout can be found here.
LOWER DECK: Most of the lower deck is used to store the untreated skins of slaughtered cattle that are delivered to the tannery, along with the blood, dirt, manure, hooves, and horns that come with them.
LOWER DECK – CABINS: The aft cabins are used as sleeping quarters for the murder squad. The smaller fore cabin has been converted into an armory. The larger fore cabin contains three small shrines, one dedicated to each of the Dead Three.
HOLD: The fore chamber is a work floor where skins are trimmed. The aft chamber has huge vats. Here skins are sprinkled with urine or soaked in an alkaline solution of wood ash and lime before being folded, hair-side in, and taken down to the Lower Hold.
In the main hold, skins which have been treated in the Lower Hold are brought back up and placed in stone treatment vats containing a solution made from the bark of spruce firs. They remain here for as long as a year before being ready for sale.
LOWER HOLD – CATACOMBS: The various niches lining the catacomb halls are stacked with urine-soaked skins (they are kept here until the rotting hair has loosened). The four iron doors lead to small cells where prisoners are held to various purpose.
LOWER HOLD: The lower hold is studded with wooden racks on which treated hides are spread. Special knives, which hang on the walls, are used to scrape the hair off one side and whatever flesh remains on the other. Several huge vats are then used for washing: A solution of pigeon droppings or dog shit removes the lime.
In the center of the Lower Hold is a table. Shohreh Netitia’s corpse lays there. A side table contains a disturbing variety of surgical instruments and three brands (each with the holy symbol of one of the Dead Three). The Poseidon Papers handout can be found amidst these instruments and Shohreh Netitia’s refugee papers can be found among her personal effects.
- Refugee Papers: A DC 15 Wisdom (Perception) test reveals the papers to be forgeries. The forgery can also be detected if the PCs look to verify the origin of the papers (for example, by cross-referencing the refugee lists in the High Hall; or tracking down the official tabularius whose authorizing seal supposedly appears on the papers).
ADVERSARY ROSTER
| Iron Consul + 3 Fists of Bane | Main Deck | |
| 2 Commoners | Lower Deck | (tannery workers) |
| 2 Fists of Bane + 2 Necromites | Lower Deck - Cabins | (resting) |
| Reaper | Hold | |
| 4 Commoners | Hold | (tannery workers) |
| Master of Souls (Remigio) | Lower Hold | (preparing body) |
| 2 Fists of Bane | Lower Hold - Tunnels | (guarding cells) |
* Remigio has already cast animate dead today, leaving him with only one 3rd level spell.
Stat blocks for Dead Three cultists can be found in Descent Into Avernus, p. 231-235.
See Art of the Key: Adversary Rosters for details on using an adversary roster.
OBSERVING THE POSEIDON: PCs who place the Poisoned Poseidon under observation will be able to observe the regular routine of both the tannery and the murder operation.
- Fists of Bane and Necromites from the Lower Deck cabins relieving the watch on the main deck.
- Tannery workers collecting supplies from the outbuildings.
- A shipment of raw cattle hides being delivered from the Hamhocks Slaughterhouse.
- Tanned hides being loaded onto a cart and taken to the Wide for sale.
- The reaper leaving to go to the Frolicking Nymph Bathhouse (see Part 3F: Dungeon of the Dead Three) and then returning with written instructions. (He’s likely to then meet with the Master of Souls in the Main Deck cabins.)
- A necromite and two Fists of Bane leaving with Shohneh Letitia’s corpse (to be dumped in Insight Park).
- A messenger from the Frolicking Nymph Bathhouse carrying a letter indicating that they’ve located Iolanthe Oshrat. (The messenger then returns to the Dungeon of the Dead Three.)
- A necromite and two Fists of Bane leaving to kidnap Iolanthe Oshrat (their next victim).
QUESTIONING CULTISTS: Cult members can be interrogated, although they won’t cooperate easily. All of them know that their instructions come from the cult leaders at the Frolicking Nymph bathhouse. Only the Master of Souls knows that they are specifically targeting Elturian knights.
(The tannery workers are also Dead Three worshippers. They know the murders are happening, but they aren’t “read in,” so to speak. They do know that instructions come from some other cell of the cult, specifying who the targets are.)
Some names you can use for cultists, if needed:
- Fahul (a Fist of Bane)
- Thando Ora
- Joslyn Ifa
- Zangaroa
POSEIDON CORRESPONDENCE
Remigio—
I’m not really surprised to hear that Fahul is complaining about living in a tannery, the fastidious little weasel. I’m pretty sure Vaaz just wanted him out of his hair when he assigned him to you. If he keeps giving you a headache, remind him what the alternative is. I doubt he’ll find the noxious fumes of this sewer we’ve been gifted under the bathhouse any better.
Flennis
Remigio—
Expect more Fists from the Frolicking Nymph within the tenday. And probably a couple of Night Blades. Now that the Agent has his operation fully established, he should be able to start feeding us targets at a faster clip.
Flennis
Master of Souls,
I hope all things are well. I have heard complaints from one of my Fists, but I assure you that neither I nor the Emissary lend it any credence. The Emissary does suggest, however, that your minions begin dumping the bodies farther afield. He wants us to “spread the terror,” and is also concerned that the park may become a security concern.
Vaaz
POSEIDON PAPERS
SHOHREH NETITIA
Hazel skin. Green eyes. Dark brown hair braided in two tresses.
Residence: Cuiric’s Boarding House
Relation: Great-Grandmother
She lives near the Frolicking Nymph. An abduction squad or observers could be sent from the bathhouse if it would be easier.
FOLLOWING UP: Cuiric’s been dead for a hundred years, but his boarding house is run by his great-granddaughter Laila. She found the door to Shohreh’s room broken down and reported it to the Flaming Fist, but there’s been no follow-up. Shohreh’s great-grandmother was a Hellrider, but there’s no clear way of discovering that (unless, of course, the PCs get clever). The relevant clue here is that whoever is feeding names to the Dead Three cultists is interested in who they’re related to (which might prompt the PCs to ask questions when backtracking the other victims, see Part 3D: Investigating the Murders).











![[Elturel] has been seeking ways to unseat Scornubel as the major trading town on the Trade Way between Waterdeep and Iriaebor.](https://www.thealexandrian.net/images/20200417i.png)




















