Seafaring Plot in Pangorio | World Anvil

Seafaring

That Sinking Feeling - conclusion option two

 

Sailing Away

 
Jama-Kaia grows ever smaller on the horizon as the Wind Chaser sails on. The suvivors from under the tree sit huddled on the deck while the remaining crew tend to the ship.
  Talking to Survivors
If the party talks with the survivors, they can learn more details, though no one yet knows where the Wind Chaser is headed. The details are given in an order but you can freely mix the order as the party askes questions, though the DC of each bit of knowledge cannot be changed.   First bit of knowledge learned with a Persuasion Check DC: 10. Kaia Isle was sinking towards the Sharkfeather Abyss.   Second bit of knowledge learned with a Persuasion Check DC: 11. Sharkfeather Abyss is named after the Sharkfeather Clan of Sea Devils some of the locals of less-repute trade with.   Third bit of knowledge learned with a Persuasion Check DC: 12. The Sharkfeather Clan and Jama-Kaia have always been at odds over the Annual Shark Hunting Tournament though it has not been so contentious to stop the under the table trading between them.   Fourth bit of knowledge learned with a Persuasion Check DC: 13. The clan has recently gained a new young matriarch named Zulychya.   Fifth bit of knowledge learned with a Persuasion Check DC: 14. There are rumors that Zulychya became matriarch using a magic scepter.   Sixth bit of knowledge learned with a Persuasion Check DC: 15. Finding a way to go beneath the waves and take away that scepter is most important or all land peoples are doomed!
  Once all questioning is done, continue.  
Seagulls squawk and fly about the ship. The crew is preparing to look to the stars now that the ship is clear of the clouds around Jama-Kaia. As night starts to settle about you, the crew herds everyone below and into the hold where some of the crew had worked hard to make room for the survivors.
  This is time for a LONG REST.  
"Wake up, travellers!" The voice of one of the sailors calls out, waking you from your slumbers. He leads you back up onto the deck where another sailor is scooping out beans into bowls while another is handing out pieces of hardtack and wooden mugs of cool, unsugared tea. The sun is barely above the horizon, but you can just make out the docks of a port on an island.
  Once the heroes have eaten and prepared themselves for the day, continue.  
Another sailor approachs you.   "Captain Four will see you now," he says. "This way."
  The sailor leads all willing heroes to the captain's cabin.  
The sailor escorts you to the captain's cabin where you see a gheni hunched over a wide table. She is puzzling over a map pinned to the tabletop by a half-dozen knives. A claw gleams in the lantern light as she traces along the map with a finger. The gheni glances up at you with amber eyes and gives you a sharp-toothed smile that is both cheerful and unsettling.   "Ah, welcome," she purrs. "You are the heroes from the docks, yes?"
  Captain Four's Stats

Captain Four Hearts CR: 6

Medium humanoid, gheni, chaotic neutral
Armor Class: 13
Hit Points: 78hp (12d8+24) 12d8+24
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

11 +0

CHA

10 +0

Saving Throws: DEX +6 1d20+6 , INT +4 1d20+4
Skills: Acrobatics +6 1d20+6   Deception +3 1d20+3   Perception +3 1d20+3   Stealth +9 1d20+9  
Damage Resistances: poison
Senses: DARKVISION: 60 ft.   KEEN SENSES: advantage on Perception Checks within 30ft., passive Perception 13
Languages: Common, Gheni, Thieves-cant
Challenge Rating: 6

ASSASSINATE: During her first turn, Captain Four Hearts has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores on such a creature is a critical hit.   EVASION: If Captain Four Hearts had to make a DEX save for half-damage against some effect, she instead takes no damage. If she fails, she takes half-damage.   SNEAK ATTACK: Once per turn, Captain Four Hearts deals an extra 14 (4d6) 4d6 damage when she hits a target with a weapon and has advantage on the attack. She can also sneak attack when the target is within 5ft. of one of her allies who is not incapacitated and Captain Four Hearts does not have disadvantage.

Actions

When unarmed, Captain Four Hearts has three claw attacks.   CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage.   Captain Four Hearts has two cutlass attacks.   CUTLASS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage.   Captain Four Hearts has two hidden throwing knives she can throw instead of attacking with her cutlass.   THROWING KNIFE. Ranged Weapon Attack: +6 to hit 1d20+6 , range 20/60 ft., one target. 3 (1d4+3) 1d4+3 piercing damage.

Legendary Actions

LEGENDARY ACTIONS 2 Actions per encounter.   CLAW ATTACK: on another creature's turn, Captain Four Hearts can attack a creature that is within 5ft of her. Costs one Action. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage.   MOVEMENT: on another creature's turn Captain Four Hearts can move up to 20 ft. Costs one Action.

Captain Four Hearts is a female leapard-patterned gheni. She has her many secrets, especially what her real name is as well as why she keeps away from other gheni as best she can. When she can't, she is particularily aware of all exits and motions of folks in her vicinity, especially if the other gheni are fellow pirates.   She is more relaxed and friendly towards humans whom she has more or less adopted as her people these days. Any other race she watches with suspicion though without the hyper awareness she has around other gheni.   If she could just make that one big score and present it to the right people, she believes it will bring a peaceable conclusion to her situation with her fellow gheni.
Wind Chaser Sailor Stats

Wind Chaser Sailor CR: 1/8

Medium humanoid, human, any
Armor Class: 10 + Dex
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in worn black and red clothes. Armed with a cutlass.
Captain Four askes them if they have heard the rumors about the sea devils ... and their scepter?   She offers to pay them 500gp once the scepter is recovered and in her clawed hands.   If she needs to be more convincing
She will further explain that 500gp will be their fair share for the scepter as she will endure the time it takes to find a buyer, arrange a meet, and risk treachery when getting paid while they will simply have the coins right away.
  Once she has made her pitch, she continues:  
"We are about to dock in Tangorray. Return to the Wind Chaser by tomorrow if you are willing to come along. By then I will have solved our getting down into the depths problem. Whether you are here or not, at the dawn of the day after tomorrow, I sail back to Jama.
  If The Party Decides Not To
The party can book passage on a merchant ship that sails to Swampshoal Point for 25gp per hero. Otherwise, Tangorray is a good place to offer them some other adventure hooks as well. Either way, this choice will end this adventure. Two weeks later, the party will hear of the heroic deeds of Captain Four Hearts and her mighty crew aboard the Wind Chaser who saved everyone from the terrible sea devil witch. In places of ill-repute, rumors will spread of Captain Four Hearts trading the scepter for a mysterious price that some whisper was for more than wealth.
 

Staying In Tangorray

  The party could simply camp outside of town until its time for them to leave Tangorray or return to the Wind Chaser, this would have them sleeping out in the weather and having to find their own food, but it costs nothing. Check the weather daily and nightly.
Roll percentile to determine weather. 1d100   1-25 Clear skies with no breeze. The bugs are terrible. Heroes take 1 hp damage.   26-75 Clear skies with a warm breeze strong enough to keep the bugs at bay.   76-100 Stormy skies and it rains, making those out in it miserable. If at night, heroes get one exhaustion point unless they managed to put up a tent.
Finding Food
Everyday the heroes dont eat, they begin the next day with one exhaustion point that can be removed when they eat.  
FORAGING roll percentile 1d100   1-25 Find fruits and nuts no one recognizes. If a hero eats them, they are ill. Lose 1 permanent HP for the next three days. (it cannot be healed as it mean 1 less total HP for the next three days, although a Lay on Hands of 5pts removes the condition)   26-100 Find oranges, coconuts, and edible seaweed.
 
HUNTING roll percentile 1d100   1-25 A war crab is wandering the beach. Its dangerous but good eating!   26-100 They catch enough fish for the party to have a meal.
 

War Crab CR: 1/8

Medium beast, aquatic, unaligned
Armor Class: 15
Hit Points: 13hp (3d8) 3d8
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 0 ft

STR

13 +1

DEX

15 +2

CON

11 +0

INT

1 -5

WIS

9 -1

CHA

3 -4

Skills: STEALTH: +4 1d20+4
Senses: BLINDSIGHT: 30 ft., passive Perception 9
Challenge Rating: 1/8

AMPHIBIOUS: Can breathe both water and air.

Actions

CLAW. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled (escape DC: 11). Though it has two claws, a war crab can grapple only one target.

A stoutly built eight-legged crab with two strong pincers. Its colors are yellow above shading into bright orange beneath.

Suggested Environments

Saltwater locations

 
  The party could stay at the rowdy inn, Anchors Away, for an upkeep that covers a place to sleep, food, drinks, and costs 2 sp per hero each day. At Anchors Away
Each hero MUST roll a percentile to see how their stay goes each evening.
1d100   1-25 A fight breaks out in the taproom of the inn and the hero is forced to fight or be knocked on the head with a chair. If hit with a chair, they wake up the next day with a terrible headache and one exhaustion point. BRAWL RULES: The Hero chooses Acrobatics or Athletics. You can pick a player not involved in the brawl to roll for the brawler. Brawler has +3 1d20+3 . The one with the highest roll wins. The loser takes one hit. 5 hits loses the fight. If the hero loses, they are called a milksop for the rest of their stay in Tangorray or until they win another brawl.  
Tanngorray Brawler by Dazzlinkat on HeroForge
  26-50 A very pretty/handsome barmaid/barman of the same species as the hero flirts with the hero. If hero tips them and is nice, they will be amorous and the hero can spend the night with them. If the hero spends the night with them, the hero wakes up in the morning with all their money gone and the barmaid/barman long gone. (This can be averted only if the hero specifically mentions protecting their coins in some way.)   51-75 The hero has an enjoyable evening.   76-100 The hero wakes up itching everywhere from fleas in their bed. Lose 1 permanent HP for the next three days. (it cannot be healed as it mean 1 less total HP for the next three days, although a Lay on Hands of 5pts cures person of fleas)
  There are simple shops in Tangorray where heroes can purchase items from the Players Handbook.  

The Return to Kaia Isle

 
You return to the Wind Chaser where the crew treats you as friends even as they lead you back down into the hold. From two hanging lanterns, you find that you each now have a hamock and a blanket. One barrel strapped to the hold is empty and available for you all to stow your gear. The rest of the day passes leisurely aboard the Wave Chaser until suppertime when everyone is served beans, hardtack, and unsugared tea that has been warmed in the sun. After supper, Captain Four insists everyone get to sleep as she intends to leave at dawn.
  The heroes can come and go as they please but anyone not aboard at dawn will be left behind as Captain Four Hearts will not wait for anyone.  
Dawn comes with a sailor waking and leading you all up on deck for more beans, hard tack, and cold, unsugared tea. After breakfast, Captain Four shouts orders that has the sailors rushing about the deck with orderly purpose. Smooth and fast, the Wind Chaser slips away from the docks and gets underway. Once the ship is out of Tangorray harbor, Captain Four orders you all to swab the deck. The crew hands out buckets and mops are to you. It takes you until noon to swab the deck. Finally, you can relax and enjoy the sunshine.   The afternoon passes as just another quiet day on the sea until there is a shout from the sailor up in the crow's nest.   "Ship Ho!" he yells. Then, after a few moment, yells again. "She's flyin' a Parley!"   Captain Four steps out onto the deck and scowls up at the sailor in the crows nest.   "Keep watch on her weapons! The moment she begins to load I want to know!"   "Aye, aye, Cap'n!" The sailor calls down and goes back to watching.   Captain Four turns to everyone else on deck.   "Reduce sail then prepare for trouble. Keep your hands off your weapons and your weapons sheathed."   A chorus of aye, aye, cap'n comes from the crew. Nodding approvingly, Captain Four returns to her cabin.
  The party can prepare however they wish. once they are all ready, continue.  
It takes an hour for the other ship to draw near once the crew has shortened the sails, slowing the Wind Chaser. No call comes from the crows nest as the ship gets so near you can clearly see its manganels and rail-listas are not loaded and no sailors are near those weapons.   As the ship pulls alongside the Wind Chaser in a manuever to parley under their white flag, the white flag is suddenly lowered as a new flag with a skull and crossbones goes up.   "Repel boarders!!" Captain Four yells as six sailors from the other ship swing aboard the Wind Chaser. As the crew surges to meet the boarders, six more enemy sailors swing aboard. Three of them run for the helm.   Captain Four turns to you. "Defend the helm! Don't let them take control of the Wind Chaser!" she yells then leaps into the fray.
  6 Wind Chaser sailors and Captain Four face 9 Gheni pirates while 3 Gheni pirates run towards the helm. There should be one less Gheni pirate than the number of heroes in the party. If more pirates are needed for a bigger party, then increase the number of pirates swinging aboard in the second group of pirates.   Gheni Pirate Stats

Gheni Pirate CR: 1/8

Medium humanoid, feline, any
Armor Class: 11
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

12 +1

DEX

11 +0

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: DARKVISION: 60 ft., passive Perception: 10   KEEN SENCES: advantage on Perception within 30 ft.
Languages: Common, Gheni
Challenge Rating: 1/8

Actions

When unarmed, a gheni pirate has two claw attacks.   CLAW. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1   CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

A cat-like humanoid covered in spots, stripes, or no markings. Armed with a cutlass.
Wind Chaser Sailor Stats

Wind Chaser Sailor CR: 1/8

Medium humanoid, human, any
Armor Class: 10 + Dex
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in worn black and red clothes. Armed with a cutlass.
Captain Four Hearts Stats

Captain Four Hearts CR: 6

Medium humanoid, gheni, chaotic neutral
Armor Class: 13
Hit Points: 78hp (12d8+24) 12d8+24
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

11 +0

CHA

10 +0

Saving Throws: DEX +6 1d20+6 , INT +4 1d20+4
Skills: Acrobatics +6 1d20+6   Deception +3 1d20+3   Perception +3 1d20+3   Stealth +9 1d20+9  
Damage Resistances: poison
Senses: DARKVISION: 60 ft.   KEEN SENSES: advantage on Perception Checks within 30ft., passive Perception 13
Languages: Common, Gheni, Thieves-cant
Challenge Rating: 6

ASSASSINATE: During her first turn, Captain Four Hearts has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores on such a creature is a critical hit.   EVASION: If Captain Four Hearts had to make a DEX save for half-damage against some effect, she instead takes no damage. If she fails, she takes half-damage.   SNEAK ATTACK: Once per turn, Captain Four Hearts deals an extra 14 (4d6) 4d6 damage when she hits a target with a weapon and has advantage on the attack. She can also sneak attack when the target is within 5ft. of one of her allies who is not incapacitated and Captain Four Hearts does not have disadvantage.

Actions

When unarmed, Captain Four Hearts has three claw attacks.   CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage.   Captain Four Hearts has two cutlass attacks.   CUTLASS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage.   Captain Four Hearts has two hidden throwing knives she can throw instead of attacking with her cutlass.   THROWING KNIFE. Ranged Weapon Attack: +6 to hit 1d20+6 , range 20/60 ft., one target. 3 (1d4+3) 1d4+3 piercing damage.

Legendary Actions

LEGENDARY ACTIONS 2 Actions per encounter.   CLAW ATTACK: on another creature's turn, Captain Four Hearts can attack a creature that is within 5ft of her. Costs one Action. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage.   MOVEMENT: on another creature's turn Captain Four Hearts can move up to 20 ft. Costs one Action.

Captain Four Hearts is a female leapard-patterned gheni. She has her many secrets, especially what her real name is as well as why she keeps away from other gheni as best she can. When she can't, she is particularily aware of all exits and motions of folks in her vicinity, especially if the other gheni are fellow pirates.   She is more relaxed and friendly towards humans whom she has more or less adopted as her people these days. Any other race she watches with suspicion though without the hyper awareness she has around other gheni.   If she could just make that one big score and present it to the right people, she believes it will bring a peaceable conclusion to her situation with her fellow gheni.
  Background Battle
TO RUN THE FRAY IN THE BACKGROUND between Captain Four and her crew vs the Gheni Pirates make two d20 rolls: one for the Windchaser group, who get a +5 1d20+5 , and one for the Gheni Pirates group, who get a +3 1d20+3 . Highest total wins that round.   If its the Windchaser group, one of the 9 Gheni Pirates dies.   If its the Gheni Priates group, one Wind Chaser Sailor dies OR Captain FourHearts takes 11hp slashing damage.   If all the attacking pirates die, the remaining Wind Chaser Sailors get to a ballista and start firing upon the enemy ship while Captain Four joins the party in defending the helm
.
  INITIAL ROUND: Have the players roll inititative for their heroes and all the Gheni Pirates running for the helm share the initiative from a single roll +0 1d20 . Have the players arrange themselves to defend the helm as the pirates are still running.   Just during this round, as the Gheni pirates are not yet in melee range with the party, all range attacks, weapon or spell, are at disadvantage and any attacks that miss by 5 or more points have a chance of hitting one of the Wind Chaser crew or Captain Four. Attack Missed by 5 or more points
Roll percentile for missed attacks 1d100   1-25 The attack deals damage to a Wind Chaser sailor.   25-75 The attack deals half-damage to a different Gheni pirate.   76-100 The attack deals damage to Captain Four Heart.
  At the end of this round the Pirate First Mate swings aboard, landing 10 ft. behind the Gheni Pirates running for the helm and who are now within 10 ft. of the party after having moved their full sprint movement. Pirate First Mate Stats

Pirate First Mate CR: 2

Medium humanoid, human, lawful neutral
Armor Class: 13
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Saving Throws: STR +4 1d20+4 , DEX +5 1d20+5 , WIS +2 1d20+2
Skills: Athletics +4 1d20+4   Deception +4 1d20+4
Senses: passive Perception 10
Languages: Common, Gheni
Challenge Rating: 2

Actions

MULTIATTACK. The first mate makes two cutlass attack and a bonus cutlass attack.   CUTLASS. Melee Weapon Attack: +5 to hit 1d20+5 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 slashing damage.   CUTLASS BONUS ATTACK. Melee weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 6(1d6+3) 1d6+3 slashing damage.

Reactions

PARRY. The first mate adds 2 to their AC against one melee attack that the first mate must see coming while having a melee weapon in hand.

A human who is eager to prove he is ready to command his own pirate ship, even if he has to one day lead a mutiny to get one.
  FURTHER ROUNDS continue as normal combats with rolls for the background combat at the end of each round. The Gheni Pirates who ran towards the helm are determined to reach it and destroy it. Helm AC: 15 HP: 50.   If the Pirate First Mate is killed, all the remaining Gheni Pirates on board the Wind Chaser jump overboard or back onto their ship.   If the pirates win, the party is taken captive and locked in the hold of the Wind Chaser with any surviving sailors. Captain Four Hearts, if alive, is taken aboard the pirate ship. Some of the pirates crew the Wind Chaser and sail it after their pirate ship. This ends this adventure for the party and leads to another that you choose.   Once the combat is won, Captain Four Hearts orders any Pirate bodies tossed over board without any last respects. If any of her crew is dead, she has them dressed in their finest and laid out together in one of her two dhingy's. The dhingy is lowered and set a drift. As the Wind Chaser and dhingy slowly drift apart, Captain Four Hearts leads the crew in singing at the rail while one lone sailor rings the ship's bell. A SAILOR'S GOOD-BYE
Sung to the tune of Hoist the Colours by Hans Zimmer, Terry Rossio, and Ted Elliot   Captain Sings: Now some have died, and some are 'live, an' others sail the sea. The sea be ours and by her powers, where we will, we roam.   Crew Sings(Refrain): Yo ho, all hands hoist the colors high. Heave ho, hands to ropes, never shall we die.   Captain Sings: The bell's been raised, hear its sepulchral tone? A call t' all, pay heed to th' squall, an' turn yourselves towards home.   Crew Sing the refrain.   The captain and crew sing the refain one last time together.
  Once the song ends, some of the crew go to the ballista, load it, and set the sharp end on fire. "Loose!" Captain Four Hearts commands, and the ballista is fired. The large flaming bolt arcs through the air and strikes the dhingy which bursts into flames, turning the dhingy into a floating pyre for the dead sailors of the Wind Chaser.  
The pirate ship is long gone when supper is served. Yet again its beans, hardtack, but instead of the unsugared tea, Captain Four Hearts ordered everyone to get a mug of ale with a shot of rum in it to celebrate their victory. As evening turns to night, you are encouraged to return to the hold and rest up for tomorrow.
  Time for a LONG REST.  

Reaching Kaia Isle

 
"Kaia Isle!" A sailor shouts down into the hold, waking you. "We've arrived." As you get ready and come out on the deck to find it is still dark save for the crack of dawn on the horizion, the sailor serving the usual drab meal yawns.   "The winds favored us last night," she said looking unsure if that was a good or bad thing. As you finish breakfast the crack of dawn grows into very early morning.   Looking out across the water, you can see the mainland and Jama, which looks to still be standing and empty of folks. Figuring they probably fled for fear of more sea devil attacks, your eyes turn to the water. The sea is murky and marked with scraps of driftwood.
  Have the heroes roll Perception DC: 15. If They Succeed Read
You spot movement out of the corner of your eye. Something is climbing aboard the ship -- sea devils! Close behind them are two horrible creatures made of a dead human and crab mashed together.
  The day is not yet bright enough to give the sea devils disadvantage. Sea Devil Stats

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

BLOOD FRENZY: advantage on melee attacks against any creature not fully healed.   LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again.   SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy

Actions

MULTI_ATTACK: When unarmed will attack with two claw attacks.   If in bright daylight/light, sea devil has disadvantage on all attacks.   CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.   DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack.   Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations

Scepter Zombie Stats

Scepter Zombie CR: 1/4

Medium undead, lawful neutral
Armor Class: 13
Hit Points: 22hp (3d8+9) 3d8+9
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 15 ft , climb: 0 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

3 -4

CHA

5 -3

Saving Throws: WIS +0 1d20
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: BLINDSIGHT: 30 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/4

UNDEAD FORTITUDE: If damage reduces the Scepter Monster to 0 hit points, it must make a CON SAVE DC: (5 + the damage taken unless the damage taken is RADIANT or from a CRITICAL HIT). On a success, the Scepter Monster drops to 1 hit point instead.

Actions

CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled as the Scepter Monster wraps its arms around the target and squeezes (Escape DC: 11). The Scepter Monster can grapple only one target at a time.

A terrible fusing of human and war crab parts
Wind Chaser Sailor Stats

Wind Chaser Sailor CR: 1/8

Medium humanoid, human, any
Armor Class: 10 + Dex
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in worn black and red clothes. Armed with a cutlass.
  6 sea devils and 2 scepter zombies climb aboard. For parties more or less than 4, there should be 2+ the party number of sea devils and 1 scepter zombie for every three heroes in the party. Add sailors to fight with the party as needed.   Soon as one of the scepter zombies is killed, any sea devils still alive leap overboard, ending the attack.   There is time for a SHORT REST. Once the party is ready, continue.   Captain Four Hearts sends two sailors to fetch "the gear". They return with helmets that look to be buckets with windows panes on the front and an otterskin neck piece that seems to provide a watertight bottom when buckled into place. There is one helmet for each hero in the party. When worn, the helmet allows the hero to breath sweet air no matter the environment as a constant ability.   Cursing at the need to defend her ship instead of going down for the scepter, Captain Four Hearts sends only the party down after the scepter, promising to keep her ship right there until they return. She REALLY wants that scepter and will be there when the party returns.   Once the party goes underwater, continue.   Diving down, heroes must roll Athletics DC:13 or get one exhaustion point. They go down 120 ft.  
Though deep, daylight still dimly reaches the bottom. What remains of Kaia Isle is wedged precariously at the edge of an underwater trench that must be Sharkfeather Abyss. The skeletal frameworks of the bungalows and buildings still mostly stand and the gruesome remains of dead villagers and beach goers float about.   Sea devils kneel on the floor of the sunken isle before another sea devil wearing a seaweed headress who is chanting in a gurgling language. She is flanked by more of the zombies as she raises her scepter. The bodies of a dead beach goer and a dead war crab near her suddenly twitch and swirl together in the water until bits of them fall back to the seafloor, leaving another terrible zombie standing by her, ready to obey.
  There as many sea devils as heroes plus one kneeling before the matriarch. There is one scepter zombie for every three heroes in the party flanking the matriarch before she makes a new one.   The party gets one surprise round to start the combat.   The sea devils circle the matriarch and let the zombies do the fighting. When one scepter zombie dies, a sea devil swims away. The remaining sea devils will fight until the matriarch dies, after which they all flee.   Scepter Zombie Stats

Scepter Zombie CR: 1/4

Medium undead, lawful neutral
Armor Class: 13
Hit Points: 22hp (3d8+9) 3d8+9
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 15 ft , climb: 0 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

3 -4

CHA

5 -3

Saving Throws: WIS +0 1d20
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: BLINDSIGHT: 30 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/4

UNDEAD FORTITUDE: If damage reduces the Scepter Monster to 0 hit points, it must make a CON SAVE DC: (5 + the damage taken unless the damage taken is RADIANT or from a CRITICAL HIT). On a success, the Scepter Monster drops to 1 hit point instead.

Actions

CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled as the Scepter Monster wraps its arms around the target and squeezes (Escape DC: 11). The Scepter Monster can grapple only one target at a time.

A terrible fusing of human and war crab parts
Sea Devil Stats

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

BLOOD FRENZY: advantage on melee attacks against any creature not fully healed.   LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again.   SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy

Actions

MULTI_ATTACK: When unarmed will attack with two claw attacks.   If in bright daylight/light, sea devil has disadvantage on all attacks.   CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.   DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack.   Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations

Zulychya Stats

Zulychya CR: 2

Medium humanoid, aquatic, lawful evil
Armor Class: 12
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

14 +2

CHA

13 +1

Skills: Perception +6 1d20+6   Religion +3 1d20+3
Senses: DARKVISION: 120 ft., passive Perception 16   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Devil's Tongue
Challenge Rating: 2

At will: SCEPTER SPELL RANGE ATTACK: +4 to hit 1d20+4 , range 60 ft., one target. 1d8 1d8 frost damage and target is reduced to 1/2 speed until the start of Zulychya's next turn.

1/day: MASS HEALING WORD. Zulychya shouts "Lyuh!" and heals all the sea devils within 60 ft. of her and that she can see 3 (1d4+2) 1d4+2 HP.

2/day: HOLD PERSON. Range 60 ft., one target, WIS DC: 12 or be paralyzed. At the end of each of the atrget's turns, they can roll the WIS save again. CONCENTRATION up to 1 minute (10 rounds).

3/day: BLESS. Zulychya shouts "Zulb!" and 3 sea devils within 30 ft. of her that she can see gain: whenever that sea devil makes an attack roll or a saving throw before the spell ends they can roll a 1d4 1d4 and add it to the attack roll or saving throw. CONCENTRATION last up to 1 minute (10 rounds).


BLOOD FRENZY: advantage on melee attacks against any creature not fully healed.   LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again.   SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy

Actions

MULTI_ATTACK: When unarmed will attack with two claw attacks.   If in bright daylight/light, Zulychya has disadvantage on all attacks.   CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.

A blue-skinned, seaweed-wrapped woman-like creature adapted to the depths of the oceans. She wears a seaweed headdress and carries a scepter.

Suggested Environments

Saltwater locations

  After the battle, the only loot to collect is Zulychya's headdress and the scepter. Back aboard the Wind Chaser, Captain Four Hearts is true to her word and pays the party the promised 500gp. She then tells them she is sailing to the city of Swampshoal Point if they wish to go there. Otherwise, she will set them ashore in Jama.   Only offer leaving Jama
A shopkeeper with three fully loaded donkey carts of cargo offers to pay each hero 25gp if they will protect his carts and his family as he takes the overland trail to Swampshoal Point, a five day uneventful journey. If the players accept, they leave right away.   FURTHER NOTE: You can insert another adventure here instead.
 

THE END

The Intro

  This is one of the two possible conclusions to 'That Sinking Feeling' and is not meant to be a stand alone adventure.

Adventure Background

    The Wind Chaser is really a pirate ship led by Captain Four Hearts, a female gheni as tough as they come. She has taken the name Four Hearts from the four spots on her fur that resemble hearts and refuses to ever say her real name. Not even her closest friends and most loyal crew know her real name. She has very good reasons. Those same reasons are also why she has a crew of humans and no other Gheni.   Taking on the survivors of the sinking island was against her better judgement, but she could not bring herself to let them die. The more she thinks on it, the more certain she is that this just might be something she can use to her advantage.    

Adventure Synopsis

  The party is now sailing aboard the Wave Chaser with plenty of time to question people with a good chance of learning what happened.   The party gets to spend at least one night in Tangorray with the option to leave without concluding the adventure.   If the party joins the Wave Chaser to return to Kaia Isle, they encounter another ship during the journey.   Back at the place where Kaia Isle was once above the water, the party battles the Sharkfeather Clan for the scepter.   They receive their 500gp and can sail on the Wind Chaser to Swampshoal Point or return to the little town of Jama.


Cover image: by serginion

Comments

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Feb 13, 2021 23:39 by DungeonMasterGaz

Awesome, Dazzlinkat!   The whole arc is beautifully presented and just shows how the World Anvil tools can help create something special.   I could run this adventure with ease, thanks to all the awesome random tables, insights, stats, and imagination in these articles.   Absolute credit to you! I very much look forward to seeing more.

Feb 14, 2021 03:09 by K.S. Bishoff

Thanx!

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