Getting the Darkwood
Mudjaw Beach is less a beach than a muddy shelf where Profit's Flow spreads into a broad, stagnant backwater. Cypress roots claw through brown water, curtains of moss hang almost to the surface, and a narrow sandbar divides the shallows from a darker channel beyond.
Six darkwood boles drift among the roots and reeds. Each is more than a dozen feet long, dark with river water, and marked with the same blue double-slash Captain Sella described.
At first, nothing moves.
Then one of the logs turns slightly against the current.
Something beneath it turns with it.
What Did Sella Actually Tell Them?
Sella's Public Job
Captain Sella Varn tells the party that six valuable darkwood boles broke loose and drifted into Mudjaw Beach. She wants all six recovered before another merchant claims them as salvage.
If this is all the party knows, their objective is straightforward: recover all six marked logs.
One of the six boles has been carefully hollowed and resealed. Inside is a waterproof copper cylinder containing packets of unregistered Cedar Court amber.
Sella's obsession with recovering the timber is really an attempt to recover the contraband without involving the Blackjackets.
Confronting Sella Before Mudjaw Beach
If the party has credible evidence of the smuggling arrangement, correctly identifies that one log contains hidden cargo, or otherwise demonstrates that Sella's story is false, they can press her for the truth.
If the characters present hard evidence, no check is necessary. Sella knows the deception is finished.
Sella stares at you for a long moment, jaw working.
“Fine.”
“You know what you're looking for, so I'll save us both the performance. I don't care about the damned darkwood.”
“One of those logs is hollow. Blue double-slash like the rest, but it'll ride higher in the water. Bring me that one intact.”
“The other five can rot in the swamp for all I care.”
Once Sella admits the truth, recovering the other five boles is no longer necessary.
This changes the encounter significantly. The hollowed log is lighter, can be floated free with much less effort, and can potentially be recovered without alerting the reefclaws.
Stealth is now a legitimate solution to the entire encounter.
The Reefclaws
Reefclaws are strange aquatic predators resembling enormous shrimp or lobsters. Their bodies stay almost completely submerged while their oversized claws wait beneath floating debris for anything foolish enough to enter reach.
Their claws are more than cutting weapons. A reefclaw seizes prey in a crushing grip and delivers venom through the wound. Once one commits to an attack, it is remarkably stubborn and may continue fighting long after a more sensible predator would retreat.
They are also more intelligent than their appearance suggests. Reefclaws cannot speak, but they can understand the language spoken by people around their hunting grounds. Characters discussing a plan loudly near the water should not assume the creatures are mindless.
The characters should initially see movement rather than three obvious monsters sitting on the battlefield. Unless the reefclaws are detected, describe ripples, shifting logs, bubbles, flashes of shell beneath the surface, and the occasional click of chitin against submerged wood.
Battlefield Setup
| Area | Description | Tactical Use |
|---|---|---|
| North Bank | Muddy but mostly dry ground with several trees suitable for anchoring ropes. | Safest location for ranged characters and anyone operating a winch or rope. |
| Shallow Water | Brown water ranging from knee- to waist-deep. | Slow, noisy movement risks attracting attention. |
| Deep Channel | A darker ribbon of water running through the center of the backwater. | Excellent territory for the reefclaws and dangerous footing for humanoids. |
| Sandbar | A narrow patch of mud and coarse sand projecting into the water. | Provides a dry staging area close to the timber. |
| Root Tangle | Cypress roots, reeds, and submerged branches along the southern edge. | Provides concealment for a stealthy approach but makes rapid movement awkward. |
| Darkwood Cluster | Six boles loosely tangled together near the center of the beach. | The main objective and the center of reefclaw activity. |
Starting Positions
- Reefclaw 1 hides beneath the central darkwood cluster.
- Reefclaw 2 waits in the deeper channel just beyond the logs.
- Reefclaw 3 shelters beneath roots near the sandbar.
The three creatures are territorial rather than coordinated soldiers. They do not begin combat in formation and need not all reveal themselves at the same moment.
Before Anyone Enters the Water
Characters can spend time watching the water before committing themselves.
Running the Encounter
Before initiative begins, allow the party to observe the battlefield, prepare ropes, choose the sandbar as a staging point, lure creatures away, use magic, or attempt a stealthy recovery.
If the characters begin moving one of the full darkwood boles, create a loud disturbance, or blunder directly into a reefclaw's hiding place, roll initiative.
Defeating the reefclaws is not itself the objective. The party must still secure whatever cargo Sella expects them to bring back.
Route A: Recover All Six Darkwood Boles
If the party believes Sella's public story, the job is difficult, physical, and noisy.
A full darkwood bole weighs hundreds of pounds. Moving one requires several people, heavy rope, leverage, magic, or some similarly powerful solution.
Dragging one free causes the other logs to roll, knock together, scrape against submerged branches, and send vibrations throughout the water.
Once the party begins moving the full timber pile, the reefclaws know exactly where they are.
Once a full bole is pulled free, the reefclaws attack unless they have already been driven away or successfully distracted.
Route B: Steal Back the Hollowed Log
This route is available if Sella has admitted that the hidden cargo is her true priority or if the party independently identifies the hollowed bole.
The hollowed bole is lighter than the others and does not need to be dragged free with the same force. A careful character can reach it, attach a line, and guide it away through the shallows.
Find the Correct Log
The hollowed bole rides slightly higher than the other logs. Close inspection can also reveal subtle tool marks beneath the bark and a section that produces an unusual hollow sound when tapped.
Slip Through the Water
Float It Free
Distracting the Reefclaws
The party does not have to sneak past or fight the creatures. Food, false disturbances, or clever use of the environment can draw them away from the timber.
If Combat Begins
Use the normal Archives of Nethys Reefclaw creature entry. Do not alter their statistics for this encounter.
How They Fight
- A reefclaw prefers attacking a creature already standing or swimming in the water rather than climbing onto dry land.
- It uses its oversized claws to seize prey and hold it in the water.
- Once a reefclaw has a victim trapped, it focuses on that creature rather than constantly switching targets.
- The creatures use the deeper channel and submerged logs as cover and approach routes.
- They are aggressive and exceptionally stubborn once committed to an attack.
- The reefclaws are animals of opportunity, not servants protecting the contraband. They do not care whether the party takes the timber after the creatures are driven away.
Escaping the Fight
The reefclaws are defending their feeding territory, not hunting the party across the Palakar. Characters who retreat fully onto dry ground and abandon the timber can end the immediate fight at the GM's discretion.
This gives wounded parties the option to regroup, change tactics, lure the creatures away, or return with a better plan.
Player Tactical Options
| Approach | Useful Skill | Effect |
|---|---|---|
| Watch the Water | Perception / Nature | Locate the reefclaws before entering their territory. |
| Use the Sandbar | — | Reduce the distance characters must travel through water. |
| Identify the Contraband Log | Perception / Crafting | Determine which bole Sella truly cares about. |
| Slip Through the Roots | Stealth | Reach the hollowed bole without starting combat. |
| Float the Hollowed Bole | Athletics | Recover the contraband with minimal disturbance. |
| Rig Ropes From Shore | Athletics / Sailing Lore | Keep more party members out of the water. |
| Study the Current | Engineering Lore / Sailing Lore | Use the river to move the timber rather than brute force. |
| Lure the Reefclaws Away | Survival / Crafting | Create time to retrieve the logs safely. |
| Use Magic | Varies | Move timber, conceal movement, manipulate water, distract the reefclaws, or bypass the terrain entirely. |
Do not treat defeating all three reefclaws as the only successful outcome. The actual goal is getting Sella's cargo.
Fighting the reefclaws, distracting them, frightening them away, moving the logs from a distance, recovering only the hollowed bole, or stealing it without ever rolling initiative are all valid solutions.
Resolution
All Six Boles Recovered
The party completes the job exactly as Sella publicly described it. Captain Sella Varn awards the party 1 Transport Point.
Only the Hollowed Bole Recovered
If Sella previously admitted what she really wanted, recovering the hollowed bole completes the job.
She does not ask the party to go back for the other five.
The party earns 1 Transport Point.
The Party Discovers the Contraband Here
If the party did not know about the hollowed bole beforehand but discovers it during the encounter, they now understand why Sella was so specific about recovering these particular logs.
Returning the cargo allows them to confront her from a much stronger position.
The Reefclaws Survive
There is no additional requirement to kill them. If the party gets the required cargo out of Mudjaw Beach and escapes, the encounter is complete.