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S

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.

Meeting at the Half Mast


The crewmember’s message or rumors picked up in port lead
to the Half Mast, a rough-and-tumble tavern in a port town.
Upon arrival, you are surprised to see the ship’s former cabin
boy Herbert, now a young man, tending bar. Herbert uses a
seat rigged to the ceiling in such a way that he can move back
and forth behind the bar, pushing with a leg severed at the
ankle. The other leg is severed above the knee. He motions the
party to a table, sends over a barmaid with flagons, exits his
swing, and walks over on crutches.

After making introductions, he tells his tale:

“Surprised to see me alive and not-quite-whole? When the


Sinner’s Scythe overtook our ship, I knew my fate would be
dark, so I grabbed an empty cask and dived overboard.

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

The cultists fight to the death; Scylla will flee, hide, or


surrender if seriously wounded.
The only information to be gained from captured or dying
cultists is “The Hermit will lead us to the Net; then you will
all learn the joy of Suffering!” Scylla knows only that she was
paid to kill anyone looking into the Hermit’s background.
After the battle, Herbert urges the party to report the attack
to the Sea Temple or the Portmaster’s office. In either
location, the characters learn that the Hermit recently left on
a well-armed galley to retrieve a holy relic called Triton’s Net
to neutralize the accursed power of pirates serving the Lady Encounter: Under Coven. A coven of three sea hags (using
of Suffering, a minor goddess also known as Life-in-Death. Illusory Appearance) plans to make a home of this shipwreck,
The priests’ divinations reveal that the Hermit’s ship was and is defended by three sharks (5th level: reef sharks; 8th
wrecked but he survived, and they will reward his rescue level: hunter sharks; 11th level giant sharks).
(offering 500 gp at 5th level, 1,000 gp at 8th, 3,000 gp at The hags, named Bilgey Betty, Mucky Mary, and Silty Sally,
11th). The Temple has no other ship available, but the take turns addressing the party. If questioned, they insist they
Portmaster will lend a boat to fight the plague of piracy. Only had no role in the sinking, but plan to make a home of the
the Hermit knows how to reach the relic but the characters new wreck.
can start by following the ship’s initial route. They did witness the battle, and will gleefully describe how
a ship flying the Jolly Raipur (black flag, smiling white skull
Sailing the Fate’s Warning over crossed scythes) sailed right across the Trident, splitting
it in half and ignoring all counter attacks while its skeleton
The Portmaster provides the Fate’s Warning, a small, single- crew slew all survivors.
masted sailing yacht recently confiscated for unpaid fees, and If asked about the Hermit, they do recall one priest being
two paroled crew. They are chaotic neutral commoners who dragged into a ship’s boat and rowed away. They offer a shark
neither fight nor sail into clear danger, but otherwise follow to guide the party along the boat’s route, if they first pay the
orders. The ship can house two to three crew and five to six price.
passengers and carries a single row boat (AC 11, 50 hp) The Price. Each hag’s unique request must be met by at
which may hold five Medium creatures. least one character in order to obtain the services of the
guide shark: tell their true name, pluck and hand over one
Wreck of the Trident hair, and give a drop of fresh blood. The hags accept no
On the first day following the Hermit’s planned route, the substitutes or trickery.
Fate’s Warning comes across the wreck of the Trident, the If attacked, the coven submerge and defend themselves to
Temple’s galley, broken in half and sunk in waters about 30 their full ability using magic, while sharks keep attackers at
feet deep. The masts that protrude above the surface still bay. They retreat deep under the sea if they are losing.
display the Temple’s flag. Large sharks circle the wreck. As The Trident carried no treasure, and the hags have brought
the party nears, a trio of very ugly mermaids climb the masts, no valuables with them.
all of them gnawing on human limbs.
The Hermit’s Trail
If the party obtains a shark guide, they can follow it to the
Smuggler’s Cave.
If the characters refuse to deal with the coven, they will
have to devise some other way of tracking the Hermit, with
the GM adjudicating success or failure.

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

Rough steps rise 10 feet to area 1A and area 2.


1A - Shelf
This elevated shelf sits above high tide. The jolly boat stored
here is not seaworthy due to gaps between the strakes. (It is
from the Sinner’s Scythe and only floats for the skeletal
crew.) Any skeletons located here (see chart in area 2) use
the boat for half cover.
2 - Smuggler’s Hole
This elevated shelf has been used over the years by various
smugglers, pirates, or other shady actors. The alcove to the
west has some boxes and barrels of old supplies: spoiled ale,
rotted flour, salted pork, and ship’s biscuits.
Encounter: Skeleton Crew. A number of skeletons rowed
the hermit here and are now located in areas 2, 2A, and 1A,
as per the chart below. They “play dead” on the ground, then
fire arrows at intruders in combat with creatures in area 1
using cover wherever possible, or melee with any who
approach, fighting to the death.
While fighting, the skeletons mock the characters with
eerie laughs and pirate taunts (see Excursus on page 11).
Skeletons in Smuggler’s Cave
Adventure Level Area 2 Area 2A Area 1A
General Features 5th 0 4 0
This is a natural stone sea-cave eroded from the cliff, floored 8th 1 4 1
with gravel and sand. The entrance is 5 feet wide and 10 feet
high, the inner chambers rising to a height of 15 feet. 11th 2 4 2
Area 1 is submerged to a depth of 7 feet at high tide, and
only 2 feet at low tide. The rest of the cave has dry floors.
There is no illumination inside the cave except what little
sunlight reaches partway in the entrance.
The following locations are keyed to the map of the
Smuggler's Cave.
1 - Submerged Cavern
Encounter: See Food. Giant crabs and octopi spread
throughout this cave move toward and attack the characters
and their boat from all sides including underneath, goaded by
the dark powers of Life-in-Death. Octopi use their tentacles
from underwater 10 or 15 feet away. Both they and the crabs
try to draw grappled characters underwater.
Once the crabs and octopi attack, the skeletons in areas
1A and 2 stand and fire bows from positions of half cover
along the walls, using their elevation to shoot over crabs at
non-submerged, restrained targets, if possible. All fight to the
death.
See the chart for the number of monsters depending on
party level.

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

in a shimmering net. Square entrances pierce the base of the


shrine.
3 - Strong Room
If the characters open the gate or observe through gaps, read: The Hermit gives you a consecrated conch and tells you to
go inside and blow it before the idol of Triton. He warns you

to respect the sanctity of the shrine.


A man in simple robes is chained by one arm to the far wall
between a simple bed and a small table. He calls out, “Help
The Fate’s Warning anchors nearby; the party can row the
me, please!” in an exhausted voice. A large iron ring of keys
short distance to shore.
lies in the middle of the floor.

The keys fit the gate and the shackles. If the characters
converse with the man, he relates:

We were on our way to retrieve Triton’s Net when the Sinner’s


Scythe attacked. She crashed right across our decks, sending
the Trident straight to the bottom—prayers, spells, and
weapons were useless! Skeletal pirates swarmed us, killing all
but me. A few tossed me in a jolly-boat and rowed me here.

As they dragged me in, I grabbed a discarded conch and as


they chained me up, used it as an improvised holy symbol and
Turned them!

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.

Various scenes and inscriptions carved into the rock walls


are too eroded to be made out. Dark sea birds circle high Encounter: Death from Above. The noises come from
above.
“birds” circling a thousand feet above that are actually
monstrosities sent by Life-in-Death. As soon as the net begins
to retract, they dive to attack. The harpies circle 200 feet up
If characters try to learn more about the “birds,” they notice and 50 feet out, using their song to lure characters into
that their bodies have unnatural shapes (see “Death from walking off the edge of the platform (taking 10 (3d6)
Above” below). bludgeoning damage from the fall) until all characters have
The net functions as a forcecage that blocks spells from saved against each harpy’s song, at which point they dive into
being cast through it and prevents teleportation in or out. melee.
Nothing other than gases, liquids, or powders can physically Manticores or chimeras target characters using ranged
pass through. attacks, or melee attacks against any who have fallen off the
In the central alcove stands a 10-foot-tall stone golem platform. All fight to the death.
holding the line from the magic net. It will not respond to any Death from Above
stimulus except to defend itself from attack. If a creature Adventure Level Encounter
stands in the empty alcove opposite and blows a conch
consecrated to Triton, the golem retracts the net (which takes 5th 5 harpies and 1 manticore
one minute) and hands it over. If this happens, read: 8th 4 harpies and 1 chimera

The statue starts to move, pulling hand-over-hand on the line.


11th 6 harpies, 1 manticore and 1 chimera
Gradually, the net rises over the spires and is bundled up by
The couatl and golem do not join the fight, but allow
the statue.
characters to pass freely.
Suddenly, strange shrieks and bewitching songs ring out
Once the monsters are defeated, the characters can take
Triton’s Net to the Fate’s Warning and sail out to meet the
from above and around the spires.
Sinner’s Scythe, which the Hermit insists will be hobbled by
the holy relic. If they wish, the party can rest first.

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.

Encounter: Skeleton Crew. A number of skeletons (see the


table below) are scattered around the deck and rigging. They
move to melee until two are engaged with each character,
while the rest use bows from the rigging, advancing in turn as
their crewmates fall.
As soon as all characters have boarded, Raipur uses Grasp
of the Grave (without damage) from below decks, using it
again whenever at least half the characters are free.
Whenever he Grasps, characters hear Raipur’s ghastly
voice mocking them with laughter or pirate taunts (see
Excursus on page 11).
Skeleton Crew
Adventure Level Encounter
5th 14 skeletons
8th 13 skeletons and 1 minotaur skeleton
11th 10 skeletons and 4 minotaur skeletons

Once the deck battle subsides, characters notice flashes


from the starboard hull, in time with the net vibrating.
Looking over the gunwales reveals a large hole in the lower
Cutting Triton's Net. It will take Graham Raipur 10 rounds hull and someone inside slicing the net with a glowing blade.
to cut through Triton’s Net. Keep a tally of how many rounds Two stairways and a closed hatch lead to the lower deck.
he has been slicing, starting the round after the ships collide. An unlocked door leads to the captain’s rooms in the aft.
Any round he uses Grasp of the Grave or takes any other

action does not add to the count.


If he succeeds in cutting the net, the Sinner’s Scythe tears Searching for treasure
loose, Raipur sails it away for 5 rounds, then turns around Searching a room for valuables takes 1 round for a small
and sails back to sink the Fate’s Warning 5 rounds later. room or 2 rounds for a larger room. For each room, a
During this time the ship's crew can still be attacked. character must make a DC 15 Intelligence (Investigation)
check. On a success, roll on the table below. On a failure,
Main Deck there is nothing of value in the room.
Climbing the Scythe’s bow to reach her main deck requires Treasure Table
10 feet of regular movement. Characters cannot climb over 1d4 + 1d8 Treasure Found
or through the sides or stern due to the entanglement by
Triton’s Net. 2 2d4 +1 arrows
When characters reach the deck, read: 3 1d4 potions of greater healing

Blade-wielding skeletons swarm across the deck and rigging at


4 50 pp
you, hissing and chuckling, while others fire arrows, and 5 100 gp
ghostly skeletal hands reach out from the deck and hull to 6 250 ep
grasp you.
7 500 sp
8 1,000 cp
9 bolt of silk worth 1d4 x 100 gp
10 box of spices worth 1d6 x 100 gp
11 2d6 gems worth 50 gp each
12 jewelry worth 1d8 x 100 gp

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.

Appendix - New Monster: Actions


Multiattack. The monarch skeleton makes two
Monarch Skeleton Dreadblade attacks
An undead monarch, tight white skin clinging to its skeletal Dreadblade. Melee Weapon Attack: +9 to hit, Reach
visage and a crooked oversized crown dangling precariously 5ft., one target. Hit 14 (2d8 + 5) slashing damage
from the top of its skull, stares with glee at the coming battle. plus 7 (2d6) necrotic damage. If the target is a
Undead King. Necromantic energy seeps from the creature, it must succeed on a DC 17 Constitution
monarch and warps the reality of the mortal world it saving throw or its hp maximum is reduced by an
amount equal to the necrotic damage taken. This
corrupts. It brings all that appear before it to their knees in reduction lasts until the creature finishes a long rest.
reverence. A powerful arcane necromancer could discover The target dies if this effect reduces its hp
and unlock the ability to command armies of undead with the maximum to 0.
remains of a monarch skeleton, but such research risks
madness. Grasp of the Grave (Recharge 5-6). Each non-skeleton
Dread Blade. The blade the monarch wields is a powerful creature within 30 feet of the monarch must
succeed on a DC 16 Dexterity saving throw or be
and cursed weapon when in the hands of the monarch. restrained by ghostly, skeletal hands for 1 minute. A
Infused with corruption, it slices through what remains of a restrained target takes 10 (3d6) necrotic damage at
mortal coil. the start of each of its turns. A creature, including
Ghostly Minions. The monarch skeleton can call upon the the target, can take its action to break the ghostly
greatest warriors who have fallen before to rise and hold its restraints by succeeding on a DC 16 Strength check.
enemies at bay. The monarch is often accompanied by a royal
guard of skeletons eager to defend their sovereign.
Undead Nature. The monarch skeleton doesn’t require air,
food, drink, or sleep.

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
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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
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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
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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
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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
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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

License itself. No other terms or conditions may be applied to any


Open Game Content distributed using this License.
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indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this Story: Erich the Fuzzy
License, the Contributors grant You a perpetual, worldwide, royalty-­- Artwork: Matias Lazaro, Shutterstock
free, non-­exclusive license with the exact terms of this License to Cartography: Dyson Logos
Use, the Open Game Content. https://www.dysonlogos.com/
5. Representation of Authority to Contribute: If You are contributing Additional Monsters: Kobold Press
original material as Open Game Content, You represent that Your Created using GMBinder
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