Sailor Take Warning 11 Promo-Compressed
Sailor Take Warning 11 Promo-Compressed
Sailor Take Warning 11 Promo-Compressed
ailor Take Warning is a Fifth Edition This adventure takes place in a coastal
adventure for three to five region. Its formal location is left intentionally
characters, optimized for a party of 4 blank so you can easily insert it into any
characters of 5th, 8th, or 11th level. campaign of your choice.
1
Background After sharks snacked on my nether limbs I washed up on a
remote rocky isle where I was found and bandaged by a hermit
A decade ago, ruthless pirates led by Graham Raipur, captain of Triton, a minor god of sailors, fishers, and kind sea folk. He
of the Sinner’s Scythe, harassed the region, until they were adopted me, but when I grew up I decided to seek my fortune
driven off by the combined effort of several coastal towns.
Raipur went in search of easier prey. in civilization, or whatever you call this... “
While in unfamiliar seas, a sudden swell smashed his ship
onto a hidden reef. Wrecked without hope of relief, Raipur What Herbert knows:
ritually killed an albatross, summoning a spectral ship
bearing the demigods Death and Life-in-Death. Casting dice Sick of piracy, coastal communities banded together with
for the crew’s souls, Life-in-Death won, transforming them the support of local lords in a fleet which destroyed or
into undead to spread suffering far and wide. drove off the pirates. Raipur’s ship slipped the noose and
Raipur’s rampages have finally brought him back to his old was never seen again, presumed lost at sea.
hunting grounds. However, his new spectral nature means he Herbert’s “father,” the Hermit, foresaw Raipur’s return,
cannot be defeated without the aid of a special holy relic, and perhaps not coincidentally, many ships have gone
Triton’s Net. missing lately. Washed-up debris indicates their
destruction, but no survivors were found.
The Hermit reported his visions to the Sea Temple in
Adventure Hooks town and they sent him to fetch a holy relic.
Strange people have started appearing in town sporting
If one of the characters spent time as a sailor in their noticeable scars, brands, or piercings.
background (hereinafter referred to as "The Sailor"), you can
relate that the ship they first served on a decade ago fell After speaking with Herbert for a few minutes, the tavern
victim to the pirate Graham Raipur and the Sinner’s Scythe. door bangs open and several menacing men and women
The Sailor was dumped unconscious in the ocean and enter and spread out across the room, casting dark looks at
eventually washed up on shore, presumably the only survivor. the characters. They all have unusual, painful-looking or
This then connects directly to one or more of the following infected piercings, brands, or scars.
hooks:
Friendship. The Sailor receives a message from another
member of the crew, presumed to have died in the attack.
Apparently having actually survived, he beseeches the
character to return.
Vengeance. The Sailor has sworn vengeance against
Raipur and his crew for their evil acts.
Profit. When The Sailor's ship was captured, The Sailor
lost a lucrative share of the voyage’s earnings. Claiming
Raipur’s treasure will repay that loss with interest. Local
authorities have also set bounties for bringing pirates to
justice.
2
Encounter: Ambush. While the characters observe the new
entrants, Scylla, a chaotic evil mercenary sitting at a table
behind the party, tries to attack the characters with surprise
with her crossbow, at which point the cultists advance and
attack. Other bar patrons scatter, crouching behind tables or
chairs, or fleeing out the door or windows.
Ambush Encounter
Adventure Level Encounter
5th Scylla (spy), 2 cult fanatics and 3 cultists
8th Scylla (assassin) and 4 cultists
11th Scylla (assassin) and 6 cultists
3
Submerged Cavern
The Smuggler’s Cave Adventure
The shark guides the party for two hours toward a barren Level Encounter
shore near a cave half-submerged in a cliff face, then 5th 2 giant octopuses and 6 giant crabs
disappears under the waves. The cave is too small for the
Fate’s Warning to enter but there is room for the rowboat. 8th 2 giant octopuses and 8 giant crabs
The crew insists on staying with the ship half a mile (10- 1 chuul, 2 giant octopuses and 8 giant
minutes’ row) from shore. The party arrives at high tide. 11th
crabs
2A - Vestibule
The Shrine of Triton
Another half-day’s voyage brings the party to Triton’s shrine.
The rock wall provides half cover for skeletons firing into As they travel, the Sinner’s Scythe appears behind and
areas 1 or 2. gradually overtakes them. The Hermit explains that the
To the north, scrap iron plates fastened to the floor and Scythe cannot be harmed but that the shrine’s waters will
ceiling create a crude but solid wall with a locked metal gate. provide sanctuary if reached in time.
The gate (AC 19, 27 hp, immunity to poison and psychic The Scythe gets near enough to launch a volley of arrows
damage) can be opened by a character with proficiency in which fall short of the Fate’s Warning before cutting off
thieves’ tools with a successful DC 15 Dexterity check, or pursuit, lurking a few miles off shore. Narrate:
broken open with a successful DC 20 Strength check.
If the Hermit (see area 3) hears people fighting the
monsters, he calls out for rescue. You have reached the Shrine of Triton, standing alone on a
small, rocky island. It resembles a double trident head wrapped
The keys fit the gate and the shackles. If the characters
converse with the man, he relates:
They ran out the door and I slammed it behind them with
thaumaturgy. But it locked when it slammed, and they seem to
have lost the keys, so for the past few days I’ve been hanging
here while they wait out there. For what, I don’t know.
General Features
The Hermit (LG human male priest) has been stripped of all Construction. The Shrine is cut from solid rock. Ceilings
belongings, is suffering from four levels of exhaustion, and are 10 feet high.
has 1 spell slot remaining each of levels 1, 2, and 3. He insists Illumination. There is no interior illumination, but the
on guiding the party to the location of Triton’s Net, the only upper platform is open to the sky.
way the Sinner’s Scythe can be defeated. Doors. All doors are unlocked and made of solid stone 3
(The skeletons were to transfer him to cultists to try to use inches thick, 2.5 feet wide (in pairs) and 6 feet tall. They have
him to retrieve and destroy the Net, but the cultists are AC 17, 27 hit points, and immunity to poison and psychic
overdue.) damage.
The following locations are keyed to the map of the Shrine
of Triton.
5
1 - Chamber of Legends
Encounter: Divine Riddler. This figure is a couatl using
The walls of this room are tiled in wave patterns of blue and Change Shape. It has already cast sanctuary and detect
white, with four large stone tablets, each displaying a mosaic thoughts on itself. If it senses the characters will attack, it
depicting Triton ruling wisely. shifts back to its natural form.
The couatl informs the characters that they cannot pass
This room contains nothing else of interest. unless they answer a riddle (choose from or roll on the table
below). It gives them three chances at the correct answer
before they exhaust their chances. They can request starting
2 - Hall of Battle over with another riddle but with one fewer guesses allowed.
If they succeed, it steps aside; if not, they must fight it to the
This hall’s walls are painted with scenes of Triton and his death to pass.
forces valiantly battling various aquatic enemies. Two tridents
If they kill the couatl, the entire party is cursed with
disadvantage on Wisdom saving throws until they leave the
stand in the corners.
island of the shrine.
d6 Riddle
The tridents are a trident of fish command and a +2 trident. If
either is removed from the room by anyone other than a 1
I am four letters long / I can be seen in the sky / I am
the ocean and I am the sea / Can you guess me?
priest or paladin of Triton, that person is cursed with Answer: the color blue
disadvantage on all Wisdom saving throws until remove
curse is cast on them by a priest or paladin of Triton. 2
What kind of stones are never found in the sea?
Returning or discarding the trident does not end the curse. Answer: dry stones
Where can you find an ocean with no water?
3 - Test of Mettle 3
Answer: on a map (or in a book)
The stairway enters a 10-foot-by-15-foot room, then What happens to a blue dragon that goes into the sea?
4
Answer: it gets wet
continues out the other side. The south wall has a rack of eight
tridents; to the north, a stone tablet displays a mosaic of I come after sea and rock, bath and table. What am I?
5
waves swirling under blue skies. A humanoid with scaly, blue
Answer: salt
skin holding a trident stands in the middle of the room. He How does a dragon turtle like its seafood prepared?
6
asks why you have entered this holy shrine. Answer: steamed
6
4 - Sky Net
This area is open to the sky and ends in sheer drops of 30 feet
with no railing. A shimmering net surrounds the platform, with
a line leading from the top down to a statue near the center.
7
The Sinner’s Scythe
When Life-in-Death took Graham Raipur and his crew’s Triton’s Net
souls, his ship became spectral. The ship and any crew When the Scythe attempts to ram a ship carrying Triton’s
aboard aren’t affected by spells, powers, or physical effects Net, it is stopped cold just as it makes contact and is held fast
(like weapons or weather), which just pass harmlessly as the Net entangles it. Skeletons can still board the other
through. It can ram (and sink) other ships with impunity, ship and attack it or its crew, but the Scythe cannot escape
doing catastrophic physical and necrotic damage as it passes unless the Net is destroyed, which Raipur can only do with
through them. his Dreadblade.
This invulnerability granted by Life-in-Death can only be While held by the Net, the Scythe is easily boarded, and
overcome by another god’s power, such as Triton’s Net. creatures inside and in contact with the ships deck, masts, or
rigging can affect or harm the ship’s crew with weapons or
As the Fate’s Warning heads out to sea, the Sinner’s Scythe,
spells.
still lurking offshore, moves to engage. Despite shredded sails
All skeletons on board have advantage on saving throws
against effects that turn undead. Raipur knows the location of
and no wind, it speeds toward the Warning as the crew dive
any creatures on the Scythe and can mentally command the
below deck. Just as the Scythe touches the Warning, Triton’s ship to sail, using an action to set or change course. While he
Net springs out and extends to wrap around both vessels, is aboard, his Grasp of the Grave can affect any area of the
bringing the Scythe to a dead stop, flinging some of her ship, but only deals damage within 30 feet of him.
skeletal crew prone around you.
General Features
The Hermit shouts “I’ll protect the Fate’s Warning and her
Construction. The ship is wooden, including doors, which
crew, you board the Sinner's Scythe and slay her captain
are unlocked. There are gaps between the strakes.
before he finds a way to cut the Net!” He then summons spirit Illumination. The main deck is open to the sky. Lower
guardians which set upon the skeletons on the Warning’s decks have no artificial illumination, but sunlight shines
deck. through gaps in the hull providing dim light.
Lower Deck
This level is empty of undead or other creatures but the
rooms may be searched for treasure. While characters are on
this deck, Raipur focuses on cutting the net.
9
Hold
Due to the hole in the hull, this level is submerged with 5 feet If he sees The Sailor, he concentrates both his taunts and
of water. attacks against that character, shouting “Ye’ll not escape my
Encounter: Pirate King (and Skelesharks). Graham blade again, I’ll cleave ye to the brisket, ye worthless, mangy
Raipur (monarch skeleton, see Appendix page 11) stands by stowaway!”
the center of the hole in the hull, cutting at the net with his Once Raipur is slain, his ship rapidly takes on water and
Dreadsword, a dead albatross hanging around his neck. sinks within 1 minute; any remaining skeletons fall apart.
For 8th- and 11th-level parties, he is guarded by several Treasure. Raipur wears jeweled rings, chains, and
shark skeletons (see table), which use the standard stat bracelets worth a total of 500 gp. His Dreadblade could be
blocks but are lawful evil undead vulnerable to bludgeoning sold to a necromancer for 1,000 gp.
damage but immune to poison damage and the exhausted or
poisoned conditions.
Adventure Level
8th
Encounter
3 reef sharks
Aftermath
If the characters destroy Raipur and the Scythe, they can
11th 5 hunter sharks collect the reward from the Temple plus bounties from
grateful nearby coastal communities totalling 1,000 gp (5th
When characters reach this level, Rapier uses Grasp of the level), 2,000 gp (8th level) or 7,000 gp (11th level).
Grave, then continues cutting the net each round until he is The Fate’s Warning and Triton’s Net, if intact, must be
attacked, at which point he shifts his attention to killing the returned.
characters. He (and his skelesharks) fight to the death while
he continues to taunt the characters.
10
Excursus - Pirate Taunts Monarch Skeleton
Graham Raipur and his skeleton crew can use these taunts Medium undead, neutral evil
on the characters:
Any pirate: Armor Class 16 (chain mail)
Hit Points 142 (15d8 + 75)
d10 Taunt Speed 30 ft.
1 To the briny deep wit’ ye, lily-livered scallywag!
2 Away wi’ ye, ye scabby sea bass! STR DEX CON INT WIS CHA
3 Go eat a bilge rate, ye picaroon! 21 (+5) 14 (+2) 20 (+5) 12 (+1) 14 (+2) 8 (-1)
4 Ye lubbers’ll soon find yer feet on the bottom!
Saving Throws Wis +5
5 Give up, ye cowardly swabs! Damage Resistances bludgeoning, piercing, and
6 Ye’ll never take us alive—we’re already dead! slashing from nonmagical attacks not made with
silver
7 Take a long walk off a short plank, shark bait! Damage Immunities necrotic, poison
I can only imagine how much that hurts—really! I Condition Immunities charmed, exhaustion,
8 paralyzed, petrified, poisoned
don’t feel pain, ha ha ha!
Senses darkvision 120 ft., passive Perception 12
9 Blow me down, ye pitiful, barnacle-covered codfish! Languages the languages it knew in life
Challenge 9 (5,000 XP)
10 Blast ye, ye bilge-drinkin’ lummox!
Master Tactician. The monarch skeleton and any
Raipur only: skeletons within 30 feet of it have advantage on
d6 Taunt attack rolls against a creature if at least one of the
skeleton’s allies is within 5 feet of the creature and
1 My Sinner’s Scythe will send ye straight to the bottom! the ally isn’t incapacitated.
2 Dead men tell no tales, ye stinkin’ mongrels!
Sovereign's Command. As a bonus action, the
3 I’ll nail your gizzard to the mast, ye stumblin' parrot! monarch commands a skeleton within 30 feet of it
to make one attack as a reaction against a creature
You’ll wish ye’d never looked at my booty, ye pestilent the monarch attacked this round.
4
cur!
Turning Defiance. The monarch skeleton and any
5 Ye’ve come just in time to feed my sharks! skeletons
within 30 feet of it have advantage on
6 I'll hang ye by yer ears 'til ye rot, ye scurvy dog! saving throws against
effects that turn undead.
11
Notice of Product Identity: This entire adventure with the exception of 7. Use of Product Identity: You agree not to Use any Product Identity,
what is listed in Notice of Open Gaming Content is Product Identity, as including as an indication as to compatibility, except as expressly
defined in the Open Game License
version 1.0a, Section 1(E), and are licensed in another, independent Agreement with the owner of each
not Open Content. (Elements that have previously been designated
as element of that Product Identity. You agree not to indicate
Open Game Content are not included in this declaration.) compatibility or co-adaptability with any Trademark or Registered
Notice of Open Game Content: The Open Content in this book Trademark in conjunction with a work containing Open Game
includes the monster names, statistics, traits, and abilities.
No other Content except as expressly licensed in another, independent
portion of this work may be reproduced in any form
without Agreement with the owner of such Trademark or Registered
permissions. Trademark. The use of any Product Identity in Open Game Content
does not constitute a challenge to the ownership of that Product
OPEN GAME LICENSE Identity. The owner of any Product Identity used in Open Game
The following text is the property of Wizards of the Coast, Inc. and is Content shall retain all rights, title and interest in and to that
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Product Identity.
Reserved. 8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are
1. Definitions: (a)”Contributors” means the copyright and/or trademark Open Game Content.
owners who have contributed Open Game Content; (b)”Derivative 9. Updating the License: Wizards or its designated Agents may publish
Material” means copyrighted material including derivative works updated versions of this License. You may use any authorized
and translations (including into other computer languages), potation, version of this License to copy, modify and distribute any Open
modification, correction, addition, extension, upgrade, improvement, Game Content originally distributed under any version of this
compilation, abridgment or other form in which an existing work License.
may be recast, transformed or adapted; (c) “Distribute” means to 10. Copy of this License: You MUST include a copy of this License with
reproduce, license, rent, lease, sell, broadcast, publicly display, every copy of the Open Game Content You Distribute.
transmit or otherwise distribute; (d)”Open Game Content” means 11. Use of Contributor Credits: You may not market or advertise the
the game mechanic and includes the methods, procedures, Open Game Content using the name of any Contributor unless You
processes and routines to the extent such content does not embody have written permission from the Contributor to do so.
the Product Identity and is an enhancement over the prior art and 12. Inability to Comply: If it is impossible for You to comply with any of
any additional content clearly identified as Open Game Content by the terms of this License with respect to some or all of the Open
the Contributor, and means any work covered by this License, Game Content due to statute, judicial order, or governmental
including translations and derivative works under copyright law, but regulation then You may not Use any Open Game Material so
specifically excludes Product Identity. (e) “Product Identity” means affected.
product and product line names, logos and identifying marks 13. Termination: This License will terminate automatically if You fail to
including trade dress; artifacts; creatures characters; stories, comply with all terms herein and fail to cure such breach within 30
storylines, plots, thematic elements, dialogue, incidents, language, days of becoming aware of the breach. All sublicenses shall survive
artwork, symbols, designs, depictions, likenesses, formats, poses, the termination of this License.
concepts, themes and graphic, photographic and other visual or 14. Reformation: If any provision of this License is held to be
audio representations; names and descriptions of characters, spells, unenforceable, such provision shall be reformed only to the extent
enchantments, personalities, teams, personas, likenesses and necessary to make it enforceable.
special abilities; places, locations, environments, creatures, 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
equipment, magical or supernatural abilities or effects, logos, Wizards of the Coast, LLC.
System Reference Document 5.1
symbols, or graphic designs; and any other trademark or registered Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
trademark clearly identified as Product identity by the owner of the Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
Product Identity, and which specifically excludes the Open Game James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Content; (f) “Trademark” means the logos, names, mark, sign, motto, Steve Townshend, based on original material by E. Gary Gygax and
designs that are used by a Contributor to identify itself or its Dave Arneson. Creature Codex. © 2018, Open Design; Authors
products or the associated products contributed to the Open Game Wolfgang Baur, Dan Dillon, James Haeck, Chris Harris, James
License by the Contributor (g) “Use”, “Used” or “Using” means to Introcaso, and Shawn Merwin.
use, Distribute, copy, edit, format, modify, translate and otherwise Cartography copyright Dyson Logos, used with permission.
create Derivative Material of Open Game Content. (h) “You” or Some artwork copyright Hamrick Brands LLC, used with permission.
“Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that Some images used under license from Shutterstock.com
contains a notice indicating that the Open Game Content may only Sailor Take Warning is copyright 2021 Erich Jacoby-Hawkins.
be Used under and in terms of this License. You must affix such a END OF LICENSE
notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the