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Encounter On The Savage Seas II

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This supplement provides random encounters for sea-based adventures in Dungeons and Dragons.

The purpose of this supplement is to provide Dungeon Masters with additional encounters they can use during sea-based campaigns to make gameplay more interesting.

Creatures mentioned include krakens, various monsters found in the Monster Manual such as goblins and zombies, as well as some custom creatures described at the end.

Encounter on the Savage Seas II

Background: Nimgyu

Cover Artist: Petar Penev

Internal Art:
Lluis Abadias, Dean Spencer, Lotta Ignatius, Petar Penev, Daniel Walthall,
Purple Duck Games: Gary Dupuis, Rogue Genius Games: Jacob E. Blackmon,
Luiz Prado, Wizards of the Coast stock art

Cartography:
Dyson Logos, Elven Tower, Jeff C. Stevens, Jean Lorber, Mobral Rox

Editor: Brent Sweany

Produced by: Jeff C. Stevens

Layouts: Jeff C. Stevens

Special Thanks:
Remley Farr, Oliver Clegg, and Brent Sweany for the additional thoughts and development of
the Living Storm.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content Agreement for
Dungeon Masters Guild

2|Encounters on the Savage Seas II


About this Supplement
Thank you for purchasing Encounters on the Savage Seas II! Your support means a lot to me.
Hopefully, someday I’ll be able to create RPG content as a full-time job. Until then, I’ll settle with
producing these fun supplements as a part-time gig. It’s a lot of fun!

As with the other Savage Encounters supplements, I reached out to writers for encounter
submissions. With these supplements, I want to give you a valuable resource for your gaming
sessions, and I want to share the imagination, creativity, and the writing styles of various authors
with you.

I want to say Thank You to all the writers, artists, cartographers, and everyone else who had a
hand in making this product what it is.

Thanks for purchasing Encounters on the Savage Seas II! We hope you enjoy the encounters!

Now – go play D&D!


- Jeff C. Stevens

Questions or comments? Email me at jcorvinstevens@gmail.com or on Twitter: @jcorvinstevens

Additional Resources
Several Dungeon Masters Guild writers have created resources which I think you might find useful:

Captains and Cannons: A Ship Combat Guide in D&D 5e : a ruleset for running ship-to-ship combat

Tavern Games : card and dice games which can be used while the characters travel the savage seas

Call from the Deep: Races & Feats : new aquatic races and feats

Treasures of the Sea : 32 sea-themed magic items

Encounters on the Savage Seas: The first Savage Seas supplement

3|Encounters on the Savage Seas II


Using this Supplement Thresholds – the amount of damage required
per attack before the ship is damaged.
Although some encounters mention specific
locations, with a little adjustment, each could
be used in nearly every campaign and setting. Average Party Level
The Average Party Level (APL) can be used to
Text in these yellow boxes is to be read to calculate the appropriate challenge level for
players. your party. To calculate the APL, add the total
levels of all characters and divide the sum by
the number of characters (rounding up for .5 or
Text in blue boxes refers to Combat Scaling and greater).
Location Features and is intended only for the
DM. Skill Checks and Saving Throws
Specific DCs are written for each of the
Text in these boxes is additional information for encounters. You may wish to change these DCs
the DM, some of which may be shared with based on the APL of the adventuring party. We
players. suggest the below range:

Most of the creatures in these adventures are APL Check / Save DC


found in the 5th Edition Monster Manual. Page
1st thru 3rd 11
numbers have been included for easy reference
but depending on the printing edition of your 4th thru 6th 13
Monster Manual, they may not match. th
7 thru 9 th
16

This supplement uses creatures from: 10th thru 12th 19


13th thru 15th 22
Monster Manual (MM)
Volo’s Guide to Monsters (VGtM)
Tomb of Annihilation (ToA) In addition, if you feel a skill check or save is too
Mordenkainen’s Tome of Foes (MToF) low or too high, feel free to adjust the DC as
you wish.
In addition, several new creatures have been
Maps
created for this supplement. You can find these
creature stat blocks at the end of the adventure Unless otherwise noted, for all maps:
in which they are mentioned. 1 square = 5 feet.

You Are Empowered


Unless otherwise noted, all NPCs have the stats
of a commoner. As mentioned above, you do not have to run
these encounters as written. You (as the DM)
Ship Statistics are empowered to make changes as you wish –
As there are several ships mentioned in this adjusting the encounters as the game is played,
supplement, it is advised that you review if you like. You are part of the collaborative
Chapter 5: Adventure Environments of the storytelling that is Dungeons & Dragons and you
Dungeon Master’s Guide, which gives details know best how to adjust the encounters so that
about Waterborne Vehicles and their Damage your adventurers get the most out of the
session and story.

4|Encounters on the Savage Seas II


Table of Contents

Encounter CR Author Page


A Clean Ship Sails Better - Jean Lorber 6
Aqua500 3-7 Jon Green 10
Chasing Ockue 2 Maxine Henry 13
The Curse of Captain Windcall 5 Jean Headley 17
The Half Moon 7 R P Davis 22
Heart of the Bruja 3-4 Travis Legge 28
The Horror Adrift 5-11 Patrick E. Pullen 32
The Living Storm varies Janek Sielicki 36
Malady of the Sea varies Jason Bakos 43
Nightmare at 20,000 Leagues 1-4 Andy Dempz 49
Nostalgia for the Reef 4-6 Elven Tower 56
The Potsticker - Jennifer Adcock 60
The Shattered Tower 3-7 Catherine Evans 63
Shuza's Curse 8 Joe Raso 71
The Skull of Osseous Vex 10 Oliver Clegg 75
The Soaring Huntsman 14-15 Anne Gregersen 82
The Stowaway 3-5 Casey Machado 74
New Creatures - Jeff C. Stevens 88
New Magic Items - Jeff C. Stevens 92

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A Clean Ship Sails Better Rigging
It’s hard to overstate how many ropes and lines
By Jean Lorber
are used on a ship. Standing rigging is kept
Artist: Dean Spencer under tension to hold masts in place. Running
rigging is used to shape and control the sails.
This d6 table details the various tasks associated
We’ll leave it at that.
with the maintenance of sailing ships, including
small encounters or challenges associated with
Sailors must constantly splice frayed ropes
those tasks.
together, coat tar on watertight lines, and of
Using this table course, tie and re-tie a dizzying array of knots
(from Anchor Bends to Zeppelin Loops).
A sailors’ life on Faerun’s oceans will certainly
be punctuated by brief moments of epic danger PCs can learn basic knots with a half-day of
and quick action, but for the most part, day-to- practice and a successful DC 10 Intelligence
day life is full of drudgery and boring tasks. (Sleight-of-Hand) check. On a failed check,
Most of their time is spent on the upkeep of another practice session is needed. PCs can
their ship. These tasks are absolutely critical to learn advanced knots with 2 days of practice
sailors’ survival, but boy, they can be menial. and a successful DC 13 Intelligence (Sleight-of-
You try scrubbing 100 ft of decking with nothing Hand) check.
but an owlbear-bristlebrush!
Once learned, a PC can automatically
Fleshing out life at sea can help bring a succeed at replicating a basic knot under
seaborne adventure to life, but most DMs don’t normal circumstances. However, if in stressful
want to re-create drudgery at their tabletop. So, or time-sensitive situations (e.g. in battle,
let’s amp it up a notch! during a storm), the PCs must succeed on a DC
10 Dexterity or Intelligence (Sleight of Hand)
This table presents a collection of important check. If the PCs know advanced knots, they
ship maintenance duties and describes the basic have advantage on the check.
work involved. But it goes on to describe small
encounters or difficult circumstances under Simply getting to loose rigging or untied
which these duties could be performed. knots could be a part of a challenge. Sample
checks include:
Ship Maintenance Activity
Roll Location • DC 10 Dexterity (Acrobatics). Balancing on
a horizontal mast while tying a knot.
1 Rigging • DC 10 Strength (Athletics). Holding on to a
mast while fixing rigging.
2 Masts
• DC 10 Wisdom (Perception) or (Nature) to
3 Hull (interior) time movements with the roll of the waves.

4 Hull (exterior) Knowing knots can also be handy in future


adventures, granting advantage to checks in
5 Sails
many situations (setting traps, climbing).
6 Deck

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Masts
A ship’s masts are under incredible, constant
strain as they channel the wind’s power from
the sails to the mass of the ship. As such, the
soundness of these former tree trunks is
something that captains obsess about. The
selection of a ship’s masts is not always optimal.
Perfect poles are hard to find, so a captain
might make do with an inferior or more brittle
species. Cracks in a mast are relatively unusual,
so a successful DC 10 Intelligence (Nature)
check is needed to correctly spot them.
Ominous groans or creaking from the mast
during high winds are the first sign of a
weakening timber.

Fixing a weakened mast requires wooden


braces, several crew members, and a set of
carpenter’s tools. With these resources, a
successful DC 14 Intelligence (Survival) check is
needed to strengthen the mast, made with
advantage if someone is proficient with the
tools. On a failure, another 10 minutes of repair
is needed before a 2nd check is possible.

Fixing a mast during a chase would be a top


priority for a ship’s captain but would also re-
direct crew time away from preparing defenses,
securing cargo, or other important tasks.

Hull (interior)
The dark, wet inside of the ship’s hull is a
also likely to uncover other issues, like rat
breeding ground for problematic issues like rot
swarms or stowaways.
and mold. Even in normal circumstances a ship
is likely to have 6 to 12 inches of seawater
Fixing hull damage during storms,
sloshing around the bottom of the hull.
shipwrecks, or battles is a different matter
altogether, best run as a skill challenge. Require
A small crew of carpenters makes a daily
3 successful checks before 3 failures, but
inspection for rotting patches, cracks, or leaks.
increase the DC of the checks or the number of
A successful DC 13 Intelligence (Investigation)
needed successes if the hull damage is more
check is needed to spot any such problems,
significant. The following checks can serve as
made with advantage if a PC is proficient with
examples, but PCs may come up with other
carpenter’s tools. In peaceful situations, fixing
options:
an issue requires an hour of work with
carpenter’s tools and a successful DC 10
• DC 13 Strength (Acrobatics) check to hold
Intelligence (Survival) check. The inspectors are
timbers in place despite gushing seawater.

7|Encounters on the Savage Seas II


• Two simultaneous DC 12 Intelligence Sails
(Survival) checks while using carpenter’s These giant sheets of canvas (or leather in some
tools to brace and patch the hole, made cases) must be completely free of rips and tears
with advantage if the PC is proficient with to fully harness the power of the wind. Sailors
these tools. inspect all sails several times a day for any such
• DC 10 Intelligence (Investigation) check to defects. To adequately inspect a sail, a PC must
discern which timbers are still sound versus succeed on a DC 8 Intelligence (Investigation)
those that need to be cut away. check. On a failure, any rips (if they exist) go
undetected, potentially causing problems
Hull (exterior) during the next tense situation.
The outside of the hull must be as smooth as
possible to ensure maximum speed. An unclean A rip in a sail can be patched in a minute with
hull could become home to a literal ton of a successful DC 12 Dexterity (Sleight of Hand)
barnacles, seaweed, or wood-chewing check aided with the right tools (needle, thread,
shipworms. patch) or by using the mend cantrip. Otherwise,
the patching takes 10 minutes. Most captains
To be truly cleaned, a ship needs to be invest in crew who can cast the mend cantrip.
hauled out of the water for 2-3 days. However, Just accessing the sails could be hazardous,
some maintenance could be performed while at triggering other checks (see ‘Rigging’).
sea. In this case, two crew members are tied to
the ship and sent overboard with wide, flat Extra sails are also stored below-decks, rolled
scraping spears. carefully and tucked into the driest
compartments (mildew and mold are sail-
Roll a d4 to determine the level of infestation killers). Shipboard vermin love chewed sailcloth
on the underside of the hull. Two hours of work for their nests, so constant vigilance is needed
from two crewmembers and a successful DC 12 to keep them at bay. A successful DC 10
Strength (Athletics) check is needed to clean Intelligence (Nature) check locates signs of
each level of infestation. In addition, 1d4 dire vermin (droppings, dirty footprints) and allows
barnacles are present at levels 3 and 4. These a PC to track them to their nest.
are foot-long, spiky versions of their harmless
cousins that fight back if scraped. They also Decks
secrete a chemical that has a 20% chance every Scrubbing (aka swabbing) the decks daily with
hour of luring a reef shark (CR ½; MM, p 336). seawater keeps slippery mildew and fungus
from growing on its surface; a slippery deck is
An extended encounter involving hull obviously treacherous, and fungus could rot the
cleaning involves pirates that have enlisted the wood. A team of 4 sailors typically scrubs the
help of local mermen to slow down passing entire deck every day.
ships. The mermen affix a small “sail” of woven
kelp to the underside of the hull, causing the On the PCs ship, one of the officers was
ship to be noticeably slower. Finding the sail is derelict in overseeing this activity over the last
obvious to anyone looking under the ship, but month and a problem has “grown”: a black
the structure is held on with sovereign glue. A pudding (CR 4; MM, p 241) resides in the cracks
successful DC 20 Strength check is needed to and spaces among the deck planking. The
break the small mast and the kelp sail (AC 11) pudding is currently harmless, kept in check by
disintegrates after 15 points of damage. the zealous, triple-scrubbing regimen now
maintained by the officer. But if the deck isn’t
scrubbed for an entire day, the pudding forms

8|Encounters on the Savage Seas II


that night and attacks sleeping sailors. The
officer is very eager to hide his past mistake. A
Dire barnacle
small beast, unaligned
successful DC 12 Intelligence (Nature) check
Armor Class 14
while inspecting the deck identifies tiny beads
of black pudding. Hit Points 8 (2d4+4)
Speed 5 ft. (swim)
STR DEX CON INT WIS CHA
18 (+4) 6 (-3) 14 (+2) 3 (-4) 5 (-3) 3 (-4)
Damage Resistances bludgeoning
Challenge 1/8 (25 XP)

Strong Grip You’ve Got There. If threatened, the


barnacle clamps tightly to the nearest surface,
requiring a successful DC 14 Strength check to pry it
free.

Actions
Bone harpoon. Melee Weapon Attack: +4 to hit,
reach 5ft., one target. Hit: 6 (1d4 + 4) piercing
damage.

9|Encounters on the Savage Seas II


Aqua500 Rewards for winning can be either monetary, or
a favor from Jolyn (DMs, tailor to your
By Jon Green campaign)
Map: Jeff C. Stevens
Underwater Mount
Estimated Run Time: 30 to 60 minutes
The Aqua500 runs a length of 500 feet twisting
rd th
Appropriate for 3 to 7 level and turning through the trenches and
underwater caves on the ocean floor. To
Notes: DMs and PCs who have played through determine the race order each round, players
Tomb of Annihilation will recognize the race must make a Wisdom (Animal Handling) check
format from the dinosaur races of Port based on the Skill DC value for their Underwater
Nyanzaru. Feel free to reference that book to Mount. If the check is successful, that player
expand on this encounter, or to add a betting
advances in the race! Add the first number in
element
the Speed column to a running total to
determine distance traveled. If the Animal
Background Handling check is unsuccessful, the racer makes
The greatest annual sporting event in Triton no progress that round. If unsuccessful, the
society, the Aqua500, is a race through the racer makes no progress that round. When each
trenches on the ocean floor in chariots pulled round ends, if one or more racer’s distance
by teams of aquatic mounts. Every year. racing traveled is greater than 500, the race ends. If
teams sponsored by wealthy Tritons, Sea Elves, more than one racer has a total distance
Merfolk, and Marid face the dangers of the greater than 500 then the racer that has the
ocean floor for gold and glory. highest distance wins. It is possible for racers to
tie.
Plot Hook
Jolyn Vuuranath, a Triton baroness, is Each racer has a seaweed lash they can use
desperately seeking racers after her own team to whip their mount to try and move at the
was suddenly taken sick (Jolyn suspects foul higher listed speed. If they do, the Animal
play, but has no time to investigate before the Handling check is made with advantage, but the
race). Rather than withdraw her entry and lose mount must make a successful DC 10
status in Triton society she seeks new racers to Constitution check at the end of the round or
fill her teams’ entry in the prestigious Aqua500. its speed is halved for the remainder of the
With all known racers already pledged to other round.
teams and nobles, Jolyn is forced to turn to the At the end of a round, if a mount is within 50’
player characters as a last resort. of another mount they can attack each other
Jolyn needs to sponsor at least one character (See the Underwater Mount table for all
as a racer to save face, but can sponsor up to 5 relevant combat statistics). If a creature has half
racers, each with their own underwater chariot or fewer of its starting hit points, the rider
and mounts chosen from the Undersea Mount makes Animal Handling checks with
table below. A typical race has 8-20 total racers. disadvantage.

10 | E n c o u n t e r s on the Savage Seas II


The racers are unable to attack each other or C: Siren
other mounts, as they have other worries to
A nearby siren’s song calls out to the riders,
deal with. Every 100-200 feet, racers may
luring them away from the track. Each rider
encounter underwater hazards. DMs are free to
must make a DC 11 Wisdom Saving Throw or
create their own hazards or use those listed
lose their next turn seeking out the siren’s song
below. Each hazard has a recommended skill
check or saving throw associated with it, but
DMs should reward clever players for quick D: Reef Sharks
thinking. (only targets mounts that have been injured) –
Ravenous Reef Sharks, drawn by the smell of
Using the Map blood have come to investigate. Riders may
The included map gives you an idea of the attempt to scare them off with a DC 12
racecourse’s layout. The map isn’t required to Charisma (Intimidation) check or lose them
run the encounter but you might find it helps amongst the caves and seaweed with a DC 15
describe the course as the racers navigate the Dexterity (Stealth) check. Failure means your
twists, turns, and hazards. mount is attacked. +6 to hit, 9 (1d12+3) slashing
damage.
HAZARDS
The following are some hazards the racers may E: Sunken Treasure
experience: A chest filled with glimmering gold sits in a
forgotten grotto just off the course. Racers may
A: Whirlpool spend 30 feet of their mounts’ movement this
A swirling vortex has appeared in the middle of turn to try and grab a handful of gold from the
the track. Racers must make a DC 15 chest. The first racer that attempts to do so is
Intelligence (Nature) check. On a success, the attacked by the chest, which is a Mimic. +5 to
racer is propelled forward and adds 40 feet to hit, 11 (2d8 + 3) bludgeoning damage to the
their total distance traveled. If the check fails by mount.
5 or less, the racer does not gain or lose any
movement. Failure by more than 5 subtracts 30 F: Jellyfish
from the racer’s travel.
A swarm of stinging jellyfish have moved onto
the track. Racers must make a DC 15 Wisdom
B: Giant Clam (Perception) check to find a path through the
The race will take riders by a bed of giant clams, jellyfish. If the check fails by less than 5, the
each with a lustrous pearl inside. Passing riders mount takes 1d10 piercing damage. Failure by 5
may attempt a DC 15 Dexterity (Sleight of or more deals 1d10 damage, the mount makes
Hand) check to grab a pearl. Failure means the no progress this round, and must repeat the
clam slams shut on the mount, decreasing the check the following round.
mounts’ movement by half the next round and
dealing 5(1d10) bludgeoning damage.

11 | E n c o u n t e r s on the Savage Seas II


Available Mounts

Creature Speed Skill Check DC AC Hit Points Attack Damage Constitution


Giant Sea Horse 30/60 8 13 16 +3 4 (1d6+1) 11 (+0)
Dolphin 45/90 12 13 25 +4 6 (1d8+2) 11(+0)
Giant Octopus 40/70 12 11 52 +5 10 (2d6+3) 13 (+1)
Giant Electric Eel 30/60 14 13 25 +5 4 (1d8)** 13(+1)
Killer Whale, young 50/75 15 12 45 +6 11 (2d10) 13 (+1)
Hunter Shark 45/90 14* 12 45 +6 13 (2d10+2) 15(+2)
Plesiosaur 50/80 16* 13 50 +6 11 (2d6+4) 16 (+3)
Giant Crocodile 45/90 18* 14 55 +8 15 (2d10+4) 17 (+3)
*skill checks are made at disadvantage if a creature within 50’ is at half its hit points or fewer
**A creature attacked by an electric eel must make a DC 10 Constitution Saving Throw or be stunned for 1 round

12 | E n c o u n t e r s on the Savage Seas II


Chasing Ockue Missing Person’s Report
The marsh air is salt-scented and humid. A
By Maxine Henry
breeze makes the chimes in the open window
Map: Jean Lorber
sing, as Noad offers the party glasses of the
Estimated run-time: 90 to 120 minutes. local small beer before getting down to
Adventure suited to 5 players, APL 2 business. Read or summarize the following:

Background “I’m glad you’ve come to help us. We’re a small


Amolgula is an agricultural, halfling village in village, and all of our members are important.”
Trocophorn Marsh, where villagers grow a
lotus-type plant in the deep tidal creeks. The Noad gives the party the following information,
village consists of raised wooden dwellings with as well as directions to Charis’ house:
narrow wrap-around porches, as the area floods
when the tide is high. • Ockue was last seen two days ago near
Charis’ house
The village council is made up of Noad • Charis has a habit of turning villagers
(nonbinary halfling), Timm (female halfling), into aquatic or semi-aquatic critters,
and Lulit (male halfling). At the time of this but it’s usually a very short-term
adventure, Timm and Lulit are currently away transformation
on business. • It’s probably nothing, but the village
would like their bard and their
Plot Hook marshwitch back, preferably unharmed
Charis (male halfling) is the resident As compensation, room and board while
marshwitch. He helps with small weather the party is in the village is offered, as well as 50
tweaks, and aquaculture techniques, but has gp for the group.
the bad habit of shape-changing villagers who
get on his nerves. The village tolerates this
“eccentricity” since the shape changing never House on the Edge
lasts long and is more of an annoyance than Charis’ house sits over part of a tidal creek and
something to take up before the village council. while the door is locked, opening it is relatively
easy (DC 13 Dexterity check using thieves’
However, the village bard, Ockue (nonbinary tools.
halfling), is missing, and was last seen near
Charis’ house. The village council asks the party The one-room house is 2 ft. off the ground,
to find Ockue, preferably in their own shape. and measures 20 ft. by 15 ft. with a 5 ft. ceiling.
It contains the following:
Note: Unless specified, all DCs are 13.
• A table piled high with illustrated books
on various fish
• A curtained off toilet area containing a
clean chamber pot
• A cupboard for bedding
• A fireplace and hearth (cold) with
cooking utensils
• A washbowl on a stand

13 | E n c o u n t e r s on the Savage Seas II


Intelligence (Investigation), or Wisdom Tactics
(Perception) checks reveal a secret (unlocked) • Once 4 crabs are dead, the rest flee
compartment in the washbowl stand. A • If the party is strong, increase the number of Giant
Dexterity save halves the damage from a poison Crabs to 9. If the party is weak, have the crabs
spray trap 6 (1d4 + 4 poison damage). run instead of fight
Depending on the party-strength, the poison
damage can increase up to 14 (3d4 + 4) as
Notes:
needed.
• Post-encounter, Wisdom (Perception) or
Intelligence (Investigation) checks reveal that
There is a notebook in the compartment with the crabs were feeding on the remains of a
the following information: dragonborn, but the method of death is
uncertain
• Sketches of villagers and marsh animals, • Intelligence (Nature) or Wisdom (Medicine) checks
with lines matching villager to animal reveal that the dragonborn has been there for
and notes about the appropriateness of a couple tendays, and probably has been
the choice washed further into the marsh on the tides
• Notes about duration and size
limitations on shape-changing magics Skills to the Test
It takes a day for the party to find Charis at the
On the porch outside are empty glass edge of the marsh where it meets open water.
containers of various sizes and hand nets used Charis freely admits that:
for catching bugs or small animals.
• He shape-changed Ockue into a
Wisdom (Perception) or Intelligence scorpionfish with a decent swim speed
(Investigation) checks in the house find traces • Ockue jumped out of the container on
of marsh mud and salt on the porch nearest to his porch, and into the creek system
the water. Wisdom (Insight) or Intelligence • Ockue has been collected by a family of
(Nature) checks reveal that there was a traveling Merfolk (CR 1/8; MM, p 218)
container on the porch for a while, containing and Charis doesn’t have anything to
water and perhaps other things, but that it trade to get them back
spilled.
Charis asks the party for help, and if the party
Wisdom (Survival) or Intelligence accepts, Charis offers potions of water
(Investigation) checks find halfling tracks that breathing to any party members who need it.
head further out into the marsh. While at high These potions have been modified so that after
tide the water covers the entire marsh and drinking them, the party members can also
comes into the village. However, the water only speak normally underwater.
ends up being a couple inches deep and moves
slow enough that tracking is possible, if difficult. “I’m glad I was prepared for emergencies. It’s a
house-blend though, so it might tingle on the
Successful checks allow the party to track
Charis through the creek system. In one of the way down.”
creeks, they encounter a group of 7 Giant Crabs
(CR 1/8; MM, p 324). The creek is about 30 feet
wide. The crabs are currently feeding. While the
party can engage in combat, it is avoidable since
the crabs prefer their meals slow and/or dead.

14 | E n c o u n t e r s on the Savage Seas II


The merfolk family, consisting of 9 adults and 3 The entire group returns uneventfully to the
younglings, don’t want to let Ockue go; village where they receive their rewards: 50 gp,
whenever Ockue’s fins move, music is heard. and a potion of water breathing (from Charis).
If the party members bring up the body of the
We’ll be the envy of the other family groups!” dragonborn, Noad admits that lately the marsh
has become less safe. They ask for the location
To get Ockue back, the party needs to complete of the body and say that they’ll send a group to
2 of the 3 options below: retrieve and bury it.

• Charisma (Persuasion) checks to


convince the merfolk that Ockue wasn’t
originally like this, which makes the
merfolk sympathetic to their cause
• Construction of something that makes
music underwater to take Ockue’s place
• “Play a game” where a party member
takes the dodge action only, and a
Giant Seahorse (CR ½; MM, p 328)
attempts to charge. (All damage done
by the Giant Seahorses are non-lethal,
and merfolk are on hand to stabilize
and heal.)

Notes: For the “Play a game” option, any other


fun “game” can be used instead.

If the party attacks the merfolk, they scatter


and dash using their reaction, taking Ockue with
them. Effectively, Ockue is lost, and Charis
continues to search on his own, rejecting the
party’s help if it is offered.

If the party is successful in their negotiations,


once they have Ockue, Charis admits that he’s
not sure how Ockue stayed shape-changed so
long or if he’ll be able to undo the process. 3
successful DC 15 Intelligence (Arcana) or
Wisdom (Insight) checks while assisting Charis
does the trick.

Conclusion
Ockue, now in their regular shape, promises to
roast Charis in song for the trauma of traveling
through the creeks as a fish and being trapped
by merfolk, and at the same time is thrilled that
they have so much more material to work with.

15 | E n c o u n t e r s on the Savage Seas II


16 | E n c o u n t e r s on the Savage Seas II
The Curse of Captain each night she calls to her crew. Each crew
member possesses a villager. Using the

Windcall
possessed bodies, they are slowly recovering
the cargo belonging to Lady Nerissa. They
By Jean Headley choose different villagers each night so as not to
Art: Courtesy Wizards of the Coast kill their hosts, but the work is beginning to take
its toll. Four of the weaker villagers have already
Map: Mobral Rox
succumbed.
Pearl Meadow is a small coastal village. The
people make their living mostly through fishing, Plot Hooks
but the wealth of the village comes from a • The heroes stop in the village to rest for
carefully maintained oyster bed. Two or three a night, only to have strange noises and
times a year, the pearls are sold, and the money activity disturb their sleep.
used to purchase things the villagers need and • The mayor of a nearby town is
can’t make themselves. Primarily metal goods concerned; they’re not getting their
such as pots, needles, knives, and fishing hooks. usual consignment of fish, oysters, and
pearls. He will pay the party 50 gold if
However, a vengeful spirit has taken control they’ll go find out what’s going on and
of the village and, unless the adventurers can send word.
help, her actions may destroy the villagers. • The heroes have been sent to
determine the fate of the Sea Sprite.
Background Lady Nerissa has grown very concerned
that Captain Windcall and the Sea Sprite
The current headman of the village, Baruch, is
have not returned. She received a
an ambitious man. He grew up hearing stories
sending from Captain Windcall two
from his mother about the wider world, and the
weeks ago stating they were heading to
wealth of great cities. Eventually, he grew
Pearl Meadow to take on pearls and
discontented with what the village had to offer.
fresh water, and there has been no
Baruch hatched a daring plan to gain the riches
word since. Lady Nerissa will pay 200
and luxuries he’d only ever heard about. He
gold per person if they return with the
recruited a few like-minded people from among
Sea Sprite, or with proof of the Sea
the villagers, and they set about arranging the
Sprite’s demise. Captain Windcall’s
shipwreck of a passing vessel.
logbook would be sufficient.
They got their shipwreck, but not as they had
wished. First, the storm that brought in the ship Pearl Meadow
was incredibly violent. Instead of sinking the The village is a collection of circular homes in a
ship in fairly-shallow water where the cargo semi-circle facing the beach. There is a larger
could be easily “salvaged”, the storm dragged building that serves as the headman’s home
the wreckage up the coast and the cargo sank to and a common hall for the village. There is also
far more dangerous depths. Second, the a large square building of new construction just
captain, Arianna Windcall, was a skilled north of the cluster of homes. On closer
weather mage oath-bound to the powerful Lady inspection, the heroes will find that the new
Nerissa. building has neither embellishments nor
windows. Its large front door is locked. Although
Arianna, even as a spirit, is attempting to there are no guards, the heroes will be closely
fulfill her oath, and is extracting vengeance as watched if they approach the building without
well. She has possessed Headman Baruch, and
17 | E n c o u n t e r s on the Savage Seas II
stealth. If they attempt to pick or break the lock, were going to salvage what we could
half a dozen of the villagers will appear to stop from the wreck. Well, we’re salvaging it
them. all right. For the Captain! May the gods
forgive us.
To approach the building unnoticed (during
the day) requires a DC 15 Dexterity (Stealth) As sundown approaches, the villagers become
check. Picking the lock requires a DC 15 more and more nervous. With a successful DC
Dexterity check with thieves’ tools. The simple 13 Wisdom (Insight) check, a character knows
iron lock could be broken. It has an AC of 19 and the villagers are frightened.
5 hit points. However, the noise is likely to
attract attention. At sundown, the heroes must succeed on a
DC 13 Charisma saving throw or be possessed
If the heroes wait until nightfall to investigate by a ghost (CR 4; MM, p 147) of the crew of the
the building, they will discover that it is Sea Sprite.
impossible to approach unnoticed because
there are villagers coming and going from After sundown, speaking to the villagers is
shortly after sundown until shortly before much harder. There is a 50% chance that anyone
dawn. the heroes approach is possessed by one of the
Sea Sprite’s ghosts. Possessed villagers will be
During the day, the heroes may try to largely unresponsive, saying only that they have
intimidate or question the villagers in order to to get the work done. Neither persuasion nor
get answers. Unfortunately, the villagers are far intimidation will sway them from their purpose.
more frightened of Captain Windcall than they
are frightened of the heroes. A successful DC 18 Villagers that weren’t chosen for the night
Charisma (Intimidation) check will get a will mostly likely be in their beds, trying to get
terrified response such as, “Please! It wasn’t our what sleep they can. They know that they will
fault! It was Headman Baruch! I don’t want to be working the next night.
be chosen. I don’t want to be chosen!” The
subject will then run away. Headman Baruch
If the heroes go to speak with Headman Baruch,
The heroes may try to persuade the villagers
they will find him in one of three places.
to divulge information. A successful DC 13
• In the morning he is at his home.
Charisma (Persuasion) check will get various
• After noon, he is at the warehouse,
replies:
cataloging the salvage.
• The Headman made a terrible mistake
• After sundown, he is at the salvage site
and the village is paying for it. I just
overseeing the efforts there.
hope no one else dies.
• Four people have died already, worked
No matter where or when he is found,
to death. Old Nestor, poor Justina what
Baruch moves and speaks with a distracted air.
with that baby and all, Markos, and
He has an unearthly light in his eyes, and an
harmless old Helene. We’re all going to
unhealthy pallor to his skin. He is easily
die if we don’t get some rest soon.
angered, but quickly returns to whatever he is
• We’re being forced to work all night.
doing and ignores the source of his anger. This is
Every night! The ghosts, they come. It’s
a result of his possession by Captain Windcall.
terrible. Terrible! Baruch is to blame!
May the gods damn his soul.
A character who succeeds on a DC 18
• We just wanted something more from Wisdom (Perception) or Intelligence
life. We sabotaged the lighthouse. We
18 | E n c o u n t e r s on the Savage Seas II
(Investigation) check will realize that the book two of his henchmen to “escort” the heroes
Baruch is using to log the salvage is Captain away.
Windcall’s logbook. Characters with proficiency
in water vehicles will have advantage on the Baruch makes it clear that he is busy. The
roll. whole village is busy and if the heroes could
move on, that would be great. He will not admit
to his true nature (that of Arianna’s ghost) nor
will he discuss the nightly possession. He will
dismiss such talk as frivolous. He will admit that
the village is engaged in salvaging as much as
possible from the Sea Sprite. He will tell the
heroes that it is the village’s responsibility since
they were the ones who neglected the
lighthouse and caused the shipwreck. If the
heroes mention deliberate sabotage, Baruch
will get very angry, and summon his henchmen
to “escort” them away. (The henchmen will take
the heroes at least a hundred feet away and tell
them, not politely, to stay away from the
Headman and the salvage operation.)

The salvage site is a fifteen-minute brisk walk


north of the village. The beach is littered with
broken rope, tatters of sail, broken and
discarded boxes, barrels, and crates. It’s more
than just normal flotsam and jetsam from a
shipwreck, as it also includes personal and
mundane items discarded from the salvage
operation.

During the day, the area is abandoned. At


night, every possessed villager is here, either
going out in the village boats to dive for more
salvage, or sifting through the recovered items
for anything valuable.

Breaking the Curse of Captain


Windcall
Though Captain Windcall’s oath of fealty is
The possessed Baruch will respond to the
strong enough to bring her back from the dead,
heroes with brusque courtesy. However, the
each night she is defeated leaves her a little
more they question him about what’s going on,
weaker. Given a respite, she will regain her
the ruder he becomes. After three questions,
energy. If the heroes can defeat Arianna’s ghost
the heroes will have to succeed on a DC 15
three nights in a row, they can sever her link to
Charisma (Persuasion) check or be summarily
the Material Plane, and send her spirit to its
dismissed. Each question after that will increase
final rest. Though Arianna would prefer her
the DC by 2. Eventually, Baruch will summon
crew continue to work on recovering the cargo,

19 | E n c o u n t e r s on the Savage Seas II


if she drops to less than half her health, she will
summon up to four crew members to assist her.
Two will be possessing villagers and two will be
incorporeal. The crew have the stats of a ghost
(CR 4; MM, p 147).

The heroes can try to assist in bringing the


cargo to shore. Each night the heroes help,
Arianna will give the villagers the night to rest.
The heroes will need to make successful DC 15
Strength (Athletics) checks to swim down to the
cargo, tie the ropes around the containers, and
return. The village has recovered about half of
the cargo in the past ten days. With the help of
the heroes, they can complete their work in
another week.

NOTE: If the heroes choose to help recover the


cargo, consider making this more challenging by
adding encounters with dangerous sea life such
as sharks, or a giant octopus.

Alternately, the heroes can promise to bring


help from another town or village to retrieve
the cargo. With a successful DC 15 Charisma
(Persuasion) check, Arianna will agree, and give
the villagers a one-month reprieve. However,
she will also cast geas on one of the party
members to ensure they fulfill their end of the
bargain. The hero must succeed on a DC 14
Wisdom save or be charmed by Arianna for 30
days.

20 | E n c o u n t e r s on the Savage Seas II


Arianna Windcall Actions
Medium undead, lawful neutral Withering Touch. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 17 (4d6+3) necrotic
damage.
Armor Class 11
Hit Points 65 (10d8 + 20)
Speed 0 ft., fly 40 ft. (hover) Etherealness. Arianna enters the Ethereal Plane from
STR DEX CON INT WIS CHA the Material Plane, or vice versa. She is visible on the
7 (-2) 13 (+1) 15 (+2) 16 (+3) 12 (+1) 17 (+3) Material Plane while she is in the Border Ethereal,
Damage Resistances acid, fire, lightning, thunder; and vice versa, but she can’t affect or be affected by
bludgeoning, piercing, and slashing from nonmagical anything on the other plane.
attacks
Damage Immunities cold, necrotic, poison Horrifying Visage. Each non-dead creature within 60
Condition Immunities charmed, exhaustion, feet of Arianna’s ghost that can see it must succeed
frightened, grappled, paralyzed, petrified, poisoned, on a DC 13 Wisdom saving throw or be frightened for
prone restrained 1 minute. If the save fails by 5 or more the target
Senses darkvision 60 ft., passive Perception 11 also ages 1d4 x 10 years. A frightened target can
Languages Common, Elvish, Dwarvish repeat the saving throw at the end of each of its
Challenge 5 (1,800 XP) turns, ending the frightened condition on itself on a
success. If a target’s saving throw is successful or the
Ethereal Sight. Arianna can see 60 feet into the effect ends for it the target is immune to Arianna’s
Ethereal Plane when she is on the Material Plane, Horrifying Visage for the next 24 hours. The aging
and vice versa. effect can be reversed with a greater restoration
spell, but only within 24 hours of it occurring.
Incorporeal Movement. Arianna can move through
other creatures and objects as if they were difficult
terrain. She takes 5 (1d10) bludgeoning damage if Possession (Recharge 6). One humanoid that
she ends her turn inside an object. Arianna can see within 5 feet of her must succeed on
a DC 13 Charisma saving throw or be possessed by
Spellcasting. Arianna is an 9th-level spellcaster. Her her; the ghost then disappears, and the target is
spellcasting ability is Intelligence (spell save DC 14, incapacitated and loses control of its body. Arianna
+6 to hit with spell attacks). Arianna has the now controls the body but doesn’t deprive the target
following wizard spells prepared: of awareness. Arianna can’t be targeted by any
attack, spell, or other effect, except ones that turn
Cantrips (at will): blade ward, dancing lights, undead and she retains her alignment, Intelligence,
mending, true strike Wisdom, Charisma, and immunity to being charmed
1st level (4 slots): chromatic orb, fog cloud, shield, and frightened. She otherwise uses the possessed
witch bolt target’s statistics, but doesn’t gain access to the
2nd level (3 slots): gust of wind, hold person, locate target’s knowledge, class features, or proficiencies.
object The possession lasts until the body drops to 0 hit
3rd level (3 slots): animate dead, counterspell, sleet points, Arianna ends it as a bonus action, or Arianna
storm is turned or forced out by an effect like the dispel
4th level (3 slots): conjure minor elementals, control good and evil spell. When the possession ends,
water Arianna reappears in an unoccupied space within 5
5th level (1 slot): animate objects, geas feet of the body. The target is immune to Arianna’s
Possession for 24 hours after succeeding on the
saving throw or after the possession ends.

21 | E n c o u n t e r s on the Savage Seas II


The Half Moon At your option, another passenger can be an
agent of your story's main villain, dispatched to
By R P Davis watch the heroes and, if possible, hinder them if
Artist: Luiz Prado their activities might impede the villain's plans.
Map: Dyson Logos's "The Wreck of the
Wight's Shadow," redrawn to remove the Plot Hook
holes in the hull.
The encounter begins in media res.
Estimated run-time: 30-60 minutes
NPCs
The Half Moon is a combat encounter optimized Astolfo. Astolfo is a necromancer (NE human,
for five characters of 7th level. VGtM p 217) who is madly devoted to a
capricious deity of the sea (in the Forgotten
Background Realms, this can be Umberlee or Talos). He is
The characters are sailing aboard the Half short, portly, and squat, quite hairy except for
Moon, a cargo ship which occasionally takes his bald head, and always smells of stale sweat.
passengers. If questioned, he claims to be transporting rare
and precious seeds to a town one port beyond
The Half Moon is a single-masted wooden where the heroes plan to disembark. This cover
cog, 70 feet on the waterline and 25 feet across story also explains the small, ornately-carved
her beam. Her bow rises into a figurehead of a wooden box he always carries, which contains
mermaid pointing one arm ahead and up the his circlet of undead summoning (see New
bowsprit. Her stern rises into a sterncastle over Magic Items).
the master's quarters. She flies a single lateen-
rigged sail from her raked mainmast. Her crew Kirsa Mustayne. Owner, master, and
are all expert sailors who know well the local commander of the Half Moon, Kirsa is an
waters. extremely competent half-elf woman who
brooks no nonsense from either passengers or
The heroes have booked passage on the Half crew (treat as LN knight, MM p. 347).
Moon to travel from one place to the other as
part of their main quest. The ship also carries a Volkhard. A hulking, middle-aged human man,
cargo of textiles, wine, and preserved meats for Volkhard has been Kirsa's first mate for years
trade along the coast, as well as other and, if anything, runs an even tighter ship than
passengers. his captain, to whom he is utterly devoted (treat
as LN veteran, MM p. 350).
One of those other passengers booked
passage with the intent of sending the Half Haraga (optional). Posing as a jolly, annoyingly
Moon's passengers and crew to a watery grave. curious tourist, Haraga (NE halfling master thief,
This foul necromancer plans to summon a pack VGtM p. 216) is the spy sent to keep tabs on the
of lacedons—aquatic ghouls—to devour heroes. Whenever one or more of the heroes is
everyone on the ship but him, so he can steal above-decks and not obviously busy Haraga
her and use the fine ship to his own foul ends. tries to engage them in small talk, intending to

22 | E n c o u n t e r s on the Savage Seas II


draw out of them information he can pass on to crowd their hammocks into the forward area
your campaign's main villain. around the gangways which lead below. There is
no privacy in the passenger quarters and no
The Half Moon security unless the passengers provide it
themselves.
Only those areas of the ship which come into
play are described.
Area 4: Galley & Goat Locker
On side of the fore-and-aft passage are smaller
Main Deck rooms. Starboard (4A) is the galley and pantry.
The main deck has no features of interest other
Port (4BA) is the sail locker and Volkhard's
than the grated hatch which leads to the hold,
quarters.
and a door which leads to the aft quarters.

Area 1: Sterncastle
Orlop Deck
Barely above the bilges, this is the main cargo
The after part of the main deck in the
hold.
sterncastle is off limits to passengers unless
accompanied by a crewmember. A short
Area 5: Aft
passage leads farther aft.
Aft is the brig (used now for storing cargo).

Captain's Quarters. The largest compartment


Area 6: Keep Your Secrets
aboard, this is Kirsa's private room. In a Forward is a secret room known only to Kirsa
locked box on the starboard side is a supply and Volkhard, used to smuggle such goods as
of 6 potions of greater healing and a jar of they might be tempted to carry.
Keoghtom's ointment. Another locked box
contains the ship's funds, which total 935 gp The Voyage Begins
in assorted coins and trade bars.
Read or paraphrase the following:

Secure Storage. The small compartments to The Half Moon weighs anchor and sets sail on
either side of the passage are secured with the morning tide. It is a pleasant day, the winds
heavy wooden hatches which are always are favorable and the ship tacks back and forth
locked. Kirsa and Volkhard hold the keys. through patches of mist. Soon, the coast is lost
to view astern.
Mizzen Deck
Area 2: Head The day's travel is uneventful. Sailors busily
Far forward is the toilet facility for crew and scamper fore and aft, stowing gear and cargo
passengers. and performing maintenance like coiling rope
and folding sails. Food is served at sundown,
Area 3: Passenger Quarters when the watch changes.
All the way aft is the compartment usually used
as crew quarters but converted to house
passengers when any are aboard. The crew

23 | E n c o u n t e r s on the Savage Seas II


General Features Acid-Spraying Trap
Terrain. The sea. Simple trap (Levels 5-10, moderate threat)
Weather. Cool breezes above-decks, warm and humid Trigger. When a creature tries to open the chest
below. without opening the lock, the trap triggers, causing the
Light. Bright sunlight above-decks. Below, the decks are chest to release a 30-foot cone of acid. The lock can be
lit by driftglobes providing dim light. picked with a successful DC 16 Dexterity check using
Smells and Sounds. Above, salt tang on the breeze, the thieves' tools.
cries of a wheeling gull, and the flap and sigh of wind in the Effect. A creature within the trap area must succeed on
rigging. Below, sweaty sailors and bilge, with waves a DC 16 Dexterity saving throw or take 22 (4d10) acid
slapping on the hull and the creaking of a wooden sailing damage. A creature struck by the acid takes 11 (2d10) acid
ship under way. damage at the end of its next turn.
Countermeasures. A successful DC 20 Intelligence
(Investigation) check notices the trap. A successful DC 16
Development. During the day, an alert Dexterity check using thieves' tools disarms it.
adventurer (passive Perception 15 or higher) Unsuccessfully disarming the trap triggers it.
notices Astolfo sneaking down the ladder into
the orlop deck. Before the hero can pursue, Development. A character keeping an eye on
Astolfo reemerges. If questioned, he says he Astolfo after nightfall sees him on the main
was checking on his belongings. This is half true, deck, furtively glancing at a nautical chart and
because he was fetching a nautical chart he glancing at the stars, muttering under his
needs to correctly time when to summon the breath. If questioned, he says he's trying to find
lacedons. Insight checks to determine his a shipwreck. Again, this is half true, for the
honesty are made with disadvantage. shipwreck contains the lacedons he intends to
summon. Again, Astolfo’s partial truths cause
If a hero tries to inspect Astolfo's sea-chest, it insight checks to be made with disadvantage.
is locked and trapped.
Cold Hands from Below
The chest contains his spellbooks (which After nightfall, read or paraphrase:
contain the spells listed in his stat block as well
as 1d6 others of your choice), 2 changes of The seas are calm, and the Half Moon is making
clothing, an assortment of nautical charts good way, sailing a reach on following seas. The
pertinent to the coastline in the heroes' motion of the sea is soothing and the breeze
adventure area, 2 potions of greater healing, refreshing. The cloudless night sky sparkles with
and 400 gp in assorted coins and gems. brilliant stars.

At midnight, Astolfo sneaks into the orlop deck


to use his circlet of undead summoning to call a
group of lacedons from a shipwreck far below.

24 | E n c o u n t e r s on the Savage Seas II


Minding Astolfo Tactics
If a character is monitoring Astolfo's activities, Lacedons. The lacedons attack until slain, driven
read or paraphrase the following: by the magic of Astolfo's circlet. They throw any
living creatures they paralyze overboard to
As the ship's bell chimes midnight, you see drown. The lacedons don't attack Astolfo.
Astolfo glance about, then disappear below-
decks. Sailors. The sailors are as keen to defeat the
undead as the heroes, but are also afraid of
The heroes can follow, making Dexterity them. Crew use their ranged attacks unless
(Stealth) checks against Astolfo's passive forced into melee. A total of 6 sailors (treat as
Perception of 11. If he notices the heroes he human bandits, MM p. 343) fight under the
pretends not to notice, but when he reaches the orders of Kirsa and Volkhard.
orlop deck casts dimension door into the brig,
which is locked from the outside. He uses the Astolfo. If a hero looks for him, Astolfo is
circlet from there. notably absent, preferring to hide in the orlop
deck until the carnage is over. Should the fight
The lock on the brig is opened with a go against the lacedons, he casts mage armor
successful DC 15 Dexterity check using thieves' and stoneskin on himself, then uses dimension
tools. door to teleport himself into the rigging, from
where he casts spells.
Dead from the Deep
If the heroes aren't watching Astolfo, read or Haraga (optional). If you include Haraga, you
paraphrase the following whenever at least one can decide if he joins the fight on the heroes'
hero is on the main deck: side, using his abilities to greatest advantage. If
the fight goes against the heroes, he tries to cast
You see one of the sailors peer over the off in one of the ship's two jolly boats and
gunwale to check one of the fishing lines the escape to shore.
crew trail behind the ship. A ghastly, dripping,
clawed hand reaches up and slashes at his Treasure
throat. With a strangled cry, the sailor falls back, The lacedons have no treasure.
blood spurting from his neck! Astolfo has the circlet as well as the items in his
Volkhard, at the helm, shouts, "What's that? To sea-chest.
arms, me bullies! Repel boarders!" With one
hand on the wheel, he clangs the watch bell Scaling the Battle
madly with the other. APL 11-12: Decrease the trap damage to 28 (8d6) psychic
damage. Decrease the Intelligence saving throw to DC
15.
In moments, 20 lacedons clamber onto the APL 14-15: Decrease the trap damage to 55 (10d10)
main deck. psychic damage. Increase the Intelligence saving throw
to DC 17.

25 | E n c o u n t e r s on the Savage Seas II


Conclusion Lacedon
Medium undead, chaotic evil
If the adventurers defeat the lacedons and
Astolfo, Kirsa offers them 100 gp each as well as
Armor Class 14 (natural armor)
free passage for this trip and the next they take Hit Points 22 (5d8)
aboard the Half Moon. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
Additionally, she says they can keep Astolfo's 13 (+1) 15 (+2) 10 (+0) 13 (+1) 16 (+3) 14 (+2)
belongings. At your discretion, this is of Saving Throws Int +3, Wis +4
significant interest to Haraga, because of the Damage Immunities poison
powerful magic item and spellbooks they seize. Senses darkvision 60 ft., passive Perception 16
This could lead to further adventures as Languages Common, any known in life
Haraga's employers try to steal the items from Challenge 1 (200 XP)
the heroes.
Rise from the Watery Grave. A creature slain by a
Circlet of Undead Summoning lacedon rises as a lacedon the next midnight. It
Wondrous item, legendary hungers for the flesh of the living.

Created ages ago by forgotten yet powerful Actions


necromancers, this thin platinum band acts as a Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
beacon to undead. creature. Hit: 9 (2d6 + 2) piercing damage.

As an action, you can mentally cause the circlet to Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
radiate, calling undead creatures within 500 feet of it one target. Hit: 7 (2d4 + 2) slashing damage. If the
toward it. These undead creatures are friendly to target is a creature other than an elf or undead, it
you, but you don't control them. The undead must must succeed on a DC 10 Constitution saving throw
see you wear the circlet to be friendly to you. or be paralyzed for 1 minute. The target can repeat
The circlet only works at night, and once you use the the saving throw at the end of each of its turns,
circlet you can't use it again until the next nightfall. ending the effect on itself on a success. If this
happens while in a body of water, the victim can hold
its breath as per the rules for suffocating, and may
drown.

Description
A lacedon is the aquatic version of a ghoul, resulting
from the death of a humanoid at the hands of
another lacedon or a ghoul while at sea. Like their
terrestrial cousins, a lacedon has needle-sharp teeth
and vicious claws which rend flesh and cause
paralysis. Their skin tends to range from pale white
(almost translucent), to blue, to dark, inky black.
They can swim as fast as they can walk, and are
known to lead ships astray to cause shipwrecks so
they can feed upon sailors in the water.

26 | E n c o u n t e r s on the Savage Seas II


27 | E n c o u n t e r s on the Savage Seas II
Heart of the Bruja her coven’s role in the shark attack. However, as
the hag regained her senses and Keros
By Travis Legge
interacted with her, he came to see something
Estimated runtime 60-90 minutes
beautiful and wounded within her. Morgan, too,
was surprised by their interaction. No one had
Heart of the Bruja is a short undersea adventure
ever shown her kindness or mercy without
designed for four to six characters of levels 3-4.
compulsion or manipulation. Against all odds,
the pair seem to be taking the first stumbling
Background steps into true love.
The triton protectorate of Pumana has thrived
beneath the waves for many generations. Naturally, the tritons do not approve of this
Though the tritons have repelled sahuagin, union, nor does the hag coven. Either of these
merrow, and all manner of undesirable invaders factions would be happy to use some
from their protectorate, a coven of sea hags (CR adventurers to solve the problem for them.
2; MM, p 179) has recently made a home near
Pumana. Setting their sights on corrupting the Plot Hooks
honorable tritons, the sea hags have struggled
The player characters can become involved in
in the search for a temptation that would entice
this story in a number of ways. If they are
the nobles of Pumana.
aboard a ship, their ship could be capsized, or
the party members tossed overboard by a
Recently, the hags tried to manufacture an
weather anomaly or by an attack from the giant
enemy for the tritons, in the hopes that the
shark that the hags had summoned. This puts
tritons would come to the hags for help in
the party at a disadvantage as they are adrift
eliminating this threat. Using their magic, the
and at the mercy of the waves. In such a
coven summoned a giant shark to attack the
scenario, the tritons or the hags could rescue
triton settlement. Unfortunately, the plan
the party, asking for their aid in return for saving
backfired. The hags lost control of the giant
the lives of the party.
shark and one of the sisters, Morgan
Knucklebones, was injured severely by the
If the players are undersea explorers, they
shark. The other sisters, Agatha Toestealer and
might happen upon the lair of the hags or upon
May Middenheap, fled the scene of the attack,
a perimeter patrol of triton scouts. Both groups
leaving Morgan for dead.
are eager to negotiate for the party’s aid in
separating the lovers, likely by killing whichever
The tritons were able to fight off the raging
is not part of their own culture. The tritons and
shark without the aid of the hags. When the
the hags are both willing to pay handsomely for
shark was dispatched, the prince of the
the service.
protectorate, a triton named Keros Pumanath,
found the unconscious and dying Morgan.
Because Keros is a virtuous and merciful soul, he Roleplaying Tips – The Tritons
stabilized Morgan and took her into his custody. If the party meets the tritons first, the
At first, he intended to nurse the hag back to adventurers are taken to an audience with King
health so that she could be interrogated about Nalos (NG male triton noble). Nalos, traveling

28 | E n c o u n t e r s on the Savage Seas II


with two triton guards (CR 1/8; MM, p 347) impossible to approach the door unseen
swims out to meet the party outside of the without the use of magic. When the party
triton settlement. Nalos then presents his case, enters the area Keros comes out to greet them.
pleading with the adventurers to save his son, If questioned, Keros attempts to lie about
who he claims has been ensorcelled by an evil Morgan being there, making a Charisma
sea hag. Nalos offers a Necklace of Adaptation (Deception) check resisted by the Wisdom
and 500 gold pieces for the safe return of Prince (Insight) checks of the party. If the adventurers
Keros. state that they don’t believe him, or attempt to
enter the home, Keros begins fighting to defend
Should the party happen upon the sea hags, Morgan. On the second round of combat,
they find the ladies distraught as they search an Morgan joins the fray.
area of coral for spell components. The sea hags
immediately beg the adventurers for mercy, Keros and Morgan attempt to debilitate and
claiming that their sister has been abducted by distract the adventurers long enough to make
evil tritons. The sea hags barter with the an escape. They refuse to abandon one another,
adventurers, offering spellcasting services, and if one of the couple are imperiled, the other
magic items (common or uncommon, likely panics and surrenders. If one of them are killed,
cursed) or an exchange of favors in exchange for the other fights to the death to avenge their
Morgan’s safe return. fallen partner.

The Love Shack If the party is willing to parley with Keros and
Morgan after the pair’s initial attempt at
Realizing that his people present a threat to
deception, Keros explains his feelings for
Morgan, Keros has taken her away to a small
Morgan. Morgan declares her love for Keros as
shack his family owns at the southern edge of
well and admits to being as surprised that his
the protectorate. If the adventurers are acting in
kindness touched her as anyone else might be.
the employ of the tritons, Nalos can provide
Whether the party believes that the lovers are
directions to the small home, claiming that the
speaking the truth of their hearts is best left to
hag may have taken Keros there to rob the
roleplaying, though the Dungeon Master may
place’s treasures. In reality, Nalos figures,
assign Ability checks to determine if the
correctly, that Keros would head to the shack
characters feel like they are being deceived.
for safety. If the party is acting at the behest of
the hags, Agatha provides them with a dowsing
rod that holds the power to lead them to The Truth of the Matter
Morgan. The hags and the tritons can both Keros is absolutely in love with Morgan. There is
provide water breathing spells if the party no deception on his part, nor is he the victim of
should require them. some sort of spell or enchantment. His feelings
are true, genuine, and sprung from the
Once the heroes make their way to the shack, circumstances described above. The truth of
they find a small domicile constructed from Morgan’s feelings is left to the Dungeon Master
coral and seashells, set inside a crevice in a large to determine. While the story is written from
rock. The facing of the shack makes it virtually the perspective that Morgan’s heart has, in fact,

29 | E n c o u n t e r s on the Savage Seas II


been touched by the triton prince, this need not
be the case. The Dungeon Master must
determine for themselves whether or not the
power of love is greater than the hag’s tendency
toward evil and selfishness.

Conclusion
The adventurers are stuck in a very challenging
predicament with no clear right answer. If they
side with the couple, allowing Keros and
Morgan to escape, they must explain
themselves to whichever faction sent them after
the couple. Lying to the tritons is marginally
easier than lying to the hags in this instance, but
neither course of action is guaranteed to be safe
or fool-proof.

If the party manages to subdue their target


without killing them, they are able to return to
the faction that hired them and collect their
reward. Neither faction wants their person of
interest killed. If the adventurers kill both of the
lovers, they might be better served to simply try
to flee before their failure is discovered.

30 | E n c o u n t e r s on the Savage Seas II


Keros Pumanath Personality Traits: Despite my noble birth, I do
not place myself above other folk. We all have
Triton veteran (male triton), lawful good
the same blood.
Armor Class 17 (splint)
Ideal: Respect. Respect is due to me because of
Hit Points 58 19d8 + 18)
Speed 30 ft., 30 ft. swim my position, but all people regardless of station
STR DEX CON INT WIS CHA deserve to be treated with dignity.
17 (+3) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 11 (+0) Bond: I am in love with someone that my family
Skills Athletics +5, Perception +2 despises.
Damage Resistances cold Flaw: By my words and actions, I often bring
Senses passive Perception 12 shame to my family.
Languages Common, Primordial
Challenge 3 (700 XP)
Morgan Knucklebones
Amphibious. Keros can breathe air and water. Morgan uses the game stats for a sea hag (CR 2;
MM, p 179) with the following additions:
Innate Spellcasting. Keros’s innate spellcasting
ability is Charisma (spell save DC 10, +2 to hit with Personality Traits: I never volunteer
spell attacks). He can innately cast the following information, and I respond only to questions.
spells: I laugh at my own jokes — the darker, the
1/day: fog cloud, gust of wind, wall of water better.
Ideal: Community. Loneliness is the path to
Emissary of the Sea. Keros can communicate simple
madness. That is why I have minions to keep me
ideas with beasts that can breathe water. They can
company. (Lawful)
understand the meaning of Keros’ words, though
Bond: I am in love with someone that my family
Keros has no special ability to understand them in
return. despises.
Flaw: I will not tell a lie, but I can still say
Guardians of the Depths. Keros has resistance to nothing, nod suggestively, or bend the truth a
cold damage and ignores any of the drawbacks little to suit my needs.
caused by a deep, underwater environment.

Actions
Multiattack. Keros makes two trident attacks. If he
has a dagger drawn, he can also make a dagger
attack.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
or ranged 20/60 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
Trident. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft., or range 20/60 ft, one target. Hit: 6 (1d6 +
3) piercing damage, or 7 (1d8 + 3) piercing damage if
used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1)
piercing damage

31 | E n c o u n t e r s on the Savage Seas II


The Horror Adrift starboard side, the halfling went below to
discover large amounts of water had filled the
By Patrick E. Pullen cargo hold and was starting to spill into the
Artist: Dean Spencer orlop (middle deck). The halfling searches the
horizon through his spyglass and notices the
The Horror Adrift is a short, sea-based side PC’s ship. He quickly devises a plot. The
quest made for 4 to 6 players of 5th to 11th level. necromancer commands his undead to abandon
The encounter begins while the characters travel the ship and wait for the approaching craft to
by sea vessel, and is easy to place anywhere anchor. They are then to use the chain as means
there is a large body of water like a sea or to climb up and cling onto the hull. After
ocean. The encounter can be scaled up or down nightfall, they are to board the ship and kill all
by adding/removing the number of undead or the passengers. Hamilton then sets his vessel on
changing the type of undead encountered. The fire to alert the other ship, climbs into the life
Mage can also be changed to a different CR boat and waits.
caster.

Summary
The adventurers are on a sea vessel in route to
their destination when they see smoke on the
horizon. Investigating the smoke, they find
remains of a ship which has recently been sunk.
They witness the main portion of the
smoldering ship go down as they sail closer.
When they anchor nearby, they discover a
halfling floating in a life boat. He claims to be
the lone survivor of a pirate attack, however,
during the night, things take a turn and the PCs
find out that the halfling is not all he appears to
be.

Background
Hamilton Buryplot is a halfling necromancer (CR
9; VGtM, p 217) that sails the seas with his
undead crew attacking and robbing merchant Beginning the Adventuure
vessels. He is in desperate need of a ship as his
The PCs are aboard a ship heading to a
was just sunk after floundering for hours. The
predetermined destination. Any character that
ship suffered critical damage while leaving the
is on deck or has an exterior view off the
last port when crashing through a hidden reef
starboard bow can make a DC 12 Wisdom
barrier. Ignoring the damage and assuming it
(Perception) check (passive Perception DC 14)
was minor, Hamilton sailed on. Hours later
to notice smoke rising in the distance. If none of
when the ship began to list heavily on its

32 | E n c o u n t e r s on the Savage Seas II


the PCs witness the smoke, a crewman in the A lifeboat floats near and you can see that a
crow’s nest will eventually call it out. halfling is balled up in the bottom. He looks up
with a horrified expression and quickly looks
Smoke & Marauders around. You can see blood dripping from his
forehead and soot smeared about his face
Once the smoke has been discovered, the
“Help me, please! Hurry, before they return!”
captain has the ship stir closer to investigate. He
will anchor near the wreck searching the water
Once pulled to safety, the halfling introduces
for survivors.
himself as Barrel Lumpbelly a merchant from a
nearby harbor town. His real name is Hamilton
As the wreck closes read or paraphrase the
Buryplot, a necromancer and leader of an
following.
undead pirate crew. The halfling claims that a
pirate ship attacked his vessel and sunk it. He
The smoldering hull of what appears to be a
was able to escape by hiding, then swimming to
merchant vessel slowly slips below the water’s
the lifeboat when the pirates sailed off. He
surface as your ship approaches and the captain
appears panicked and is constantly looking
yells for the anchor to be dropped.
around to see if he can see the pirate ship. He
begs the crew to raise anchor and leave the area
Once the PC’s ship comes to a stop, the undead
in case they return.
below climb up the anchor chain and cling to
the bottom of the hull. If any of the heroes
Barrel will play the part of the humbled
enter the water and discover the undead, they
victim and appear to be gracious for being
will attack ahead of schedule. If the undead are
saved. Noting the heroes’ weapons and gear,
defeated, the halfling will claim that they were
the halfling will engage them and ask what they
part of the pirate crew that must have fallen
do? If they claim to be adventurers or
overboard during the attack. He will continue to
mercenaries for hire, he will pretend to offer
behave like a victim until the PC’s ship makes
them a job when the ship gets to its destination.
landfall, then thank them for their help and
You can provide a ruse yourself or say that the
casually slip away. You may be able to use him
halfling will be entering a dangerous area and
as a future villain if things go this way.
needs an escort. While he questions the PCs, he
If the undead go unnoticed, continue with the
is essentially sizing them up.
halfling’s plan to have them attack after
nightfall.

The lifeboat will float close enough to the


ship for anyone on deck to discover an injured
halfling curled up inside.
Read or paraphrase the following:

33 | E n c o u n t e r s on the Savage Seas II


Note: Try to roleplay the halfling as the victim Scaling the Combat
as sincere as possible to avoid the players APL 5-7: 8 skeletons (CR ¼; MM, p 272), 2
getting suspicious. Offering them a task and shadows (CR ½; MM, p 269), Necromancer (with
payment should be enough to misdirect them. 50 starting HP)
Remember that just because the halfling is not APL 8-11: 12 skeletons (CR ¼; MM, p 272), 4
being honest, does not mean the PCs shadows (CR ½; MM, p 269), Necromancer
automatically get a check to see if he is or not.
The exception would be if one of the PCs has an
ability, ongoing spell or magic item that The fight should be epic with the number of
automatically alerts them to dishonesty. Don’t combatants. Hopefully it will be a fun and
allow a roll unless the player specifically states memorable encounter.
it.

If a PC does wish to see if the halfling is being


deceitful it will be a contested Wisdom (Insight)
check vs the halfling’s Charisma (Deception). If
the lie is exposed, the halfling will try to play it
off as being embarrassed by the truth and
wishing not to talk about it. If that fails and the
PCs push the matter, the halfling will attack and
his undead minions will enter the fray the
following round.

Waiting for Nightfall


After engaging the PCs for a while, the halfling
will claim to be exhausted and head below deck
to rest. Once night falls, he will wait for the
attack to begin and join in the following round.

The Attack Begins


After nightfall, the undead will scale the sides of
the ship and climb aboard the main deck in
various places. They will attack anyone that is
near them and fight until destroyed. The halfling
necromancer will join the fight the following
round.

34 | E n c o u n t e r s on the Savage Seas II


35 | E n c o u n t e r s on the Savage Seas II
The Living Storm mean there is more than one, and the thought is
too terrifying to bear.
By Janek Sielicki
Environmental Catastrophe
An elemental terror prowls the seas, a living
embodiment of every danger of the vengeful Within the 2-mile radius of the Living Storm the
waters. From afar, this terror is like any other rules for heavy precipitation apply, as detailed
gale; a danger, but one that can be overcome by in chapter 5 of the Dungeon Master’s Guide. If
a competent crew aboard a hearty vessel. As the there is a substantial body of water in the area it
storm winds blow fiercer and ever nearer floods after 2d10 hours of heavy rain, rising 10
incessant lightning reveals this is no normal feet above its banks and inundating the
squall. The storm wall of boiling dark clouds
surrounding area. The flood advances at a rate
holds two giant, ghostly eyes which remain ever
fixed upon their prey. Crew scrambling about of 100 feet per round, moving away from the
their ships, looking into their doom will see the body of water where it began until it reaches
living body of the storm itself, humongous and the edge of the area of effect; at that point, the
seemingly made of clouds, sea, and electricity water flows downhill (and possibly recedes back
come to vengeful life. Between the thunderous to its origin). Light structures collapse and wash
booms and crashes of the storm’s fury,
away. Any Large or smaller creature caught in
perceptive sailors may hold on to their lives long
enough to discern a rumbling rhythm, words in a the flood’s path is swept away. The flooding
language long forgotten, before their own destroys crops and might trigger mudslides,
screams and the drowning cries of their mates depending on the terrain. The wind is strong
are swallowed by the Living Storm. enough to uproot weak trees and destroy light
structures after at least 10 minutes of exposure.
Legends Otherwise, the rules for strong wind apply, as
No one really knows how the Living Storm came detailed in chapter 5 of the Dungeon Master’s
to be. Some old sailors — when well in their Guide.
cups and actually willing to talk about such
terrors — tell of a wizard suspended in the Encountering the Storm
middle of the Storm. The clouds and lightning The Living Storm is a deadly threat to most
are the manifestation of his wrath. The reason parties, taking it head-on is rarely a good idea.
for that anger, they do not know. Sembian Consider the following options:
merchants know a legend of a storm that does
not come ashore. It stops a mile from the coast, A Brush with Death
sending huge waves against the land, as if Hard encounter for a party of APL 3
throwing an elemental gauntlet in challenge to
an unseen force. Sometimes a tremor shakes The characters are sailing to their destination
the sands, as if something deep underground when suddenly a lookout calls a warning, “A
was trying to answer that challenge. Forgotten huge storm is approaching!” the crew move to
halls on the Elven island of Evermeet bear secure the ship, it’s obviously not the first storm
depictions of an ancient battle between the they’ve faced. A character who succeeds at a DC
gods, with the deities using enormous storm- 13 Wisdom (Survival) check, or with passive
creatures as their soldiers… but that would Perception 15, notices that the weather
phenomenon is actually changing course and
36 | E n c o u n t e r s on the Savage Seas II
speeding up, as if it were chasing something on is the captain) pales and looks as if they know
the sea. A character who succeeds at a DC 20 the reason behind the Living Storm’s attack.
Intelligence (Arcana) or DC 23 Intelligence When pressed, which requires a successful
(History) check recognizes the creature. DC 14 Charisma (Persuasion or Intimidate)
In this scenario the Storm ignores the check, that person reveals that they are the
characters’ ship, which gets caught only in the storm’s target. Due to a blood curse, each third
Storm’s periphery. child in a new generation of the sailer’s family
must be sacrificed and given to the sea. For
• It takes the ship 10 rounds to escape the centuries, the curse’s effect was avoided by
Storm. As the encounter begins, the
simply not travelling by sea. Over the years, the
ship’s captain can make a DC 12
curse became just a family legend – until now!
Wisdom (Water Vehicles) check to
reduce the number of the rounds As the crew hear this, they want to throw the
required to escape by 1 per each point NPC into the sea and save the ship. Will the
scored over the DC. characters agree, or will they attempt to save
• Each round, gale-force winds assault the the NPC by fighting or convincing the crew
deck and each character must succeed
otherwise? Remember that this all takes place
on a DC 13 Strength saving throw or be
mid-combat, as rain and sea creatures lash at
swept into the sea.
the ship. Additionally, consider the following
• The deck is slick and very unstable,
options:
creating difficult terrain. A character
who wants to move more than half their
• Refer to the weather effects described
speed in a round must succeed on a DC
in A Brush with Death. Additionally,
13 Dexterity saving throw or fall prone.
each round roll 1d6. On a 5 or 6, a
• Creatures of the sea follow the Storm, lightning bolt strikes a random location
feeding on what’s left in its wake. On on the ship, dealing 17 (5d6) lightning
the first rounds three giant crabs (CR damage to the hull and everyone within
1/8; MM, p 324) climb aboard and try to a 10-foot radius. The targets can make a
snatch a crew member. On the second DC 13 Dexterity saving throw to receive
round a giant octopus (CR 1; MM, p only half the damage.
326) plops into the rigging, lashing out
• Instead of crabs and an octopus, a
at anyone within range.
group of 5 sahuagin (CR ½; MM, p 263)
and 1 sahuagin baron (CR 5; MM, p 264)
A Narrow Escape
climb the ship and attack the crew.
Hard encounter for a party of APL 8 • The Storm goes away once the NPC is
thrown into the sea or otherwise made
The encounter starts as above, but this time the undetectable (teleported away or taken
Storm seems to be bearing straight at the to another dimension).
characters’ ship! In addition to the tests detailed • To escape the Storm, the captain must
above, a character can make a DC 14 Wisdom make three successful DC 18 Wisdom
(Insight) check to see that the ship’s captain (or (water vehicle) checks. Each time a
another important NPC if one of the characters check fails, the storm advances. After
three failed checks, the Storm engulfs
the ship. After three successful checks,

37 | E n c o u n t e r s on the Savage Seas II


the ship navigates into a channel Storm in a Bottle
between two islands and the Storm Wondrous item
cannot reach it. For extra challenge and
excitement, consider treating a natural In order to charge the container and capture the Living
1 as two failures and a natural 20 as two Storm’s essence, the container must spend a number of
successes. minutes indicated in the table below within 50 feet of the
storm.

Storm Chasers Uncommon, Ceramic vase, 1-minute charge time


Difficulty varies for all APL Effect: When the container is smashed, anyone within 5 ft.
is imbued with the Storm’s strength and fury. Their next
attack gains +17 to hit and deals 3d6 +10 bludgeoning
There is a special group of captains all others damage and 10 cold damage. After that the creature gains
think to be completely crazy. These daring 2 levels of exhaustion.
individuals chase the Living Storm and ride their Container cost 250 gp

sturdy ships as close to the gargantuan


Rare; Glass bottle, 2-minute charge time
elemental as possible in order to catch the Effect: When smashed, this container releases a powerful
storm’s essence into specially prepared crystal storm, whose effects are the same as the Living Storm’s
bottles. If they return, they sell those Storm in a Stormy Weather feature.
Bottle artifacts for tremendous amounts of gold, Container cost 400 gp

because one such object can turn the tide of any


Very rare; Stained glass, 3-minute charge time
battle. Less powerful versions are also Effect: When a creature inhales the essence trapped in this
obtainable and when a storm chaser’s ship container, they gain all resistances and immunities of the
approaches the storm, bottles of all sizes and Storm. The effect lasts for 10 minutes. Moreover, they also
gain Legendary Resistance 1/day, which lasts for 24 hours.
shapes hang from the railings and spars. Most of
Container cost 1,200 gp
them end up smashed, but those that survive
the encounter make their owners very rich! Legendary; Crystal bottle; 5-minute charge time
Effect: Upon smashing, the container releases a Living
The adventurers may be asked to assist the Storm, which stays in the area for 1d4 rounds and then
dissipates. The storm cannot be controlled and assaults
ship as it approaches the storm: replacing
anyone and anything in the area.
broken bottles and corking and securing filled Container cost 2,000 gp
bottles. The danger increases as the captain
dares the raging storm, skirting it longer in
hopes of gathering more essence, creating a Ultimate Guardian
more powerful magic item. For parties of APL 10 or higher

Typically, the Living Storm doesn’t concern The Living Storm makes a fantastic guardian
itself with ships that linger on for a minute. creature for high-level adventurers. It may serve
However, it becomes annoyed with those who as a perpetual barrier, blocking the way to a key
continue to trail it, turning its attention to the quest place, or descend suddenly, confining the
pest in its wake. party on an island, where they must complete
their tasks. Refer to The Living Storm stat block.

38 | E n c o u n t e r s on the Savage Seas II


Curse of the Storm Battle Between the Storms
Having been cursed in some way, the Living The adventurers and their ship find themselves
Storm chases the adventurers. Rather than caught within a battle between two or more
destroying them outright, the elemental toys Storms. This could occur abruptly, as the ship
with its prey by capsizing or destroying their sails into the battle to reach its next destination,
ship, blocking their path, or steering them off or gradually, as the rival storms slowly approach
course. Until eventually it becomes tired of the one another and engage in a god-like brawl.
game and decides to drown its toys. If the As the two elementals battle, the adventurers
cursed party wishes to bypass certain doom, and their ship suffer secondhand effects.
they’ll have to find a cure.

Roll Description Effect


1 Deadly Cascades: The Each creature on the deck of the ship must succeed on a DC 15
Storms exchange melee Strength saving throw or be knocked prone and pushed 10-feet in a
blows, causing sheets of random direction.
thick seawater to fall.
2 Crushing Hail: The Storms Each creature on deck must succeed on a DC 15 Dexterity saving
unleash a barrage of hail throw or suffer 12 (4d6) bludgeoning damage as they are struck by
at each other. hail.
3 Flying Whale: One storm The ship suffers 10d6 bludgeoning damage as the whale clips the
tosses a killer what at the ship as it falls back to the sea. Each creature on deck must succeed
other. on a DC 15 Dexterity saving throw or suffer 6d6 bludgeoning
damage for flying debris. Strangely, a bowl of petunias falls on the
ship as it is recovering from the impact of the whale.
4 Rimefrost: The Living Ice begins to fall from the Living Storm’s and form into bergs in the
Storms shield themselves waters below. Movement speeds drop to 5ft for 1d4 rounds and
in ice accumulations. roll again on the Battle Between Storms Table.
5 Fight for Me: One storm The Storm lifts a sunken treasure ship from the depths, shatters it,
thunders out, “FIGHT FOR and spills 1d10 X 100 gold onto the characters’ ship.
ME!”
6 Anchor Smash: As the Winds howl and tear at your ship, yanking the anchor free of its
battle is joined fierce compartment and sending it and its cable smashing through your
winds begin to rip your ship. Roll a d20, on the result of a 20 the anchor takes a vital part of
ship to shreds. the ship (sails, masts, decking, etc.) with it as it flies free into the
storm.
7 Chain Lightning: Living An errant bolt of chain lightning strikes a target on the ship. At
Storms wield electrostatic random, a target must make a DC 15 Dexterity saving throw. The
energy as they lash at target takes 10d8 lightning damage on failed save, or half as much
each other. on a successful one. Three creatures or objects within 5 feet of the
initial target must also make the saving throw, as the elemental
lightning arcs between them.
8 Maelstrom: The fury of The captain of the vessel must succeed on a DC 15 Water Vehicles
the Storms causes deadly check to steer the vessel around the maelstroms. On a failure, the
whirlpools to appear on ship takes 6d6 bludgeoning damage and all aboard must succeed
the ocean surface. on a DC 15 Dexterity saving throw or be washed into the sea.
39 | E n c o u n t e r s on the Savage Seas II
Wrath of God Additional Encounter Ideas
APL varies • One or more demons, sahuagin, or
other extraplanar invaders might hide
This encounter takes place in a coastal town, forces inside a Storm whilst preparing a
port, or other strategic resource. The local land assault at a key target in your
priests are panicking, having lost a sacred relic world.
from their temple and received word from their • The Storm could be the result of a
god of the ocean that doom is on the horizon. magical spell gone awry, with the
Whilst the priests scramble to appease their
foolish mage trapped in the eye of the
god, they hire the characters to protect the
storm, channelling the errant spell.
town from violent signs of divine retribution.
This proves wise when an angel of the god in • The Storm could have crossed over
question appears over the coastline, from the elemental plane of water/air
pronouncing imminent apocalypse. The angel at the behest of the cults of Elemental
has the statistics of a deva, and carries the word Evil working together.
of the ocean god on its lips. It pronounces that • The storm could be the result of an
the sins of the townsfolk have displeased the approaching extra-terrestrial force
god, and that the town will be destroyed by the affecting the tides.
ocean at the third dawn after the visitation,
unless the relic is returned to the shrine. The
angel then departs. The townsfolk accuse each
other, and chaos begins to break out as families
rush to evacuate. If the characters fail to locate
the relic or broker peace with the ocean god a
living storm arrives on the morning of the third
day and causes carnage, destroying everything
it touches until it is somehow thwarted.

40 | E n c o u n t e r s on the Savage Seas II


Actions
The Living Storm
Multiattack. The Living Storm makes three slam
Gargantuan Elemental, lawful evil attacks or one slam attack and one crushing waves
attack or two crushing waves attacks.
Armor Class 11
Hit Points 313 (19d12 + 190))
Slam. Melee Weapon Attack: +17 to hit, reach 20 ft.,
Speed fly 50 ft.
STR DEX CON INT WIS CHA
one target. Hit: 21 (3d6 + 10) bludgeoning damage,
30 (+10) 21 (+5) 30 (+10) 12 (+1) 22 (+6) 26 (+8) 10 (2d6) lightning damage and 10 (2d6) thunder
Saving Throws Str +17, Dex +5, Con +10, Int +1, Wis damage.
+13, Cha +15
Skills Perception +13, Survival +13 Crushing Waves. At the Storm’s command, the sea
Damage Resistances cold; bludgeoning, piercing, rises and furious waves engulf entire ships. The
and slashing from non-magical weapons Storm points at any sea craft within 180 feet. All
Damage Immunities poison, lightning, thunder creatures on the deck or in the rigging must make a
Condition Immunities exhaustion, grappled, DC 15 Dexterity or Strength saving throw, suffering
paralyzed, petrified, poisoned, prone, restrained, 3d8 bludgeoning damage on a failed save, or half
unconscious
damage on a successful one.
Senses darkvision 120 ft., passive Perception 21
Languages Auran, Aquan, Common
LEGENDARY ACTIONS
Challenge 23 (32,500 XP)
The living storm can take 3 legendary actions,
Stormy Weather. A vicious storm covers the area choosing from the options below. Only one
within a 2-mile radius from the Living Storm. Each legendary action option can be used at a time, and
round, anyone within the storm must succeed on a only at the end of another creature’s turn. The living
DC 13 Strength saving throw or become restrained storm regains spent legendary actions at the start of
as they battle to stay upright. Moreover, the terrain its turn.
within the effect’s range is difficult terrain. Finally,
due to rain and darkness all Wisdom (Perception) Elemental Recharge. The Living Storm gains two
checks are made with a disadvantage. legendary actions, increasing the total to 5 legendary
actions.
Innate spellcasting. The Living Storm’s innate
spellcasting ability is Wisdom (spell save DC 22, +14 Lightning and Thunder. The Living Storm absorbs
to hit with spell attacks). It can innately cast the the storm and empowers its slam attack. Until the
following spells, requiring no material components: end of the Living’s Storms next turn, its slam attack
deals 20 (4d6) lightning damage and 20 (4d6)
At will: call lightning, chain lightning, control thunder damage.
water/control winds, sleet storm
No Escape. The Living Storm makes a Wisdom
1/day each: ice storm, whirlwind, tsunami, storm of (Perception) check.
vengeance
Hand of the Storm (cost 2 Actions). The Living Storm
Legendary Resistance (3/Day). If the Living Storm creates a whirling vortex of air and water under the
fails a saving throw, it can choose to succeed ship, lifting it to a maximum of 90 feet into the air
instead. for up to 30 seconds. This requires the Living Storm
to concentrate on the vortex. Anytime the Living
Magic Resistance. The Living Storm has advantage Storm takes more than 30 points of damage in a
on saving throws against spells and other magical single turn, it must succeed on a DC 15 Wisdom
effects. saving throw. On a failed save, the vortex ends.

41 | E n c o u n t e r s on the Savage Seas II


While in the vortex, the Living Storm can move the
ship 30 feet in any direction per turn.

When released from the vortex, the ship plummets


to the sea, suffering 9d10 bludgeoning damage
when it lands. All creatures on the ship must make a
DC 15 Strength check, suffering 4d10 bludgeoning
damage on a failed save, or half as much damage on
a successful one.

Summon Creatures of the Sea (costs 2 Actions). The


Living Storm reaches into the depths, and a wave
carrying a sea-dwelling creature washes over the
target ship or area. The creature or creatures appear
within 10 ft of the designated spot. They are frenzied
and attack anything within reach, but if they are
water breathing - they also move towards the sea.
Randomly determine the creature or creatures:

Roll Creature summoned


1d6
1 Water (50%) or Air (50%) elemental (CR
5; MM, p 124)
2 5 giant crabs (CR 1/8; MM, p 324)
3 2 sahuagin (CR 1/2; MM, p 263)
4 1 giant octopus (CR 1; MM, p 326)
5 1 merrow (CR 2; MM, p 219)
6 1 plesiosaurus (CR 2; MM, p 80)

42 | E n c o u n t e r s on the Savage Seas II


Malady of the Sea The Encounter
By Jason Bakos The encounter truly begins if the adventurers
choose to help. If they do, they approach the
ship. When they get close enough to the ship,
“Life at sea can be treacherous. Any sailor worth
read or paraphrase the following:
his salt will tell you how the biggest enemy,
after a storm at sea, is disease. Truly, these
The ship, upon closer inspection, seems
waters are riddled with some mysterious
perfectly normal. Life on board appears to be
maladies, and our crew just stumbled onto
continuing as if nothing is wrong. The sailors
one.”
seem young and they mostly wear old clothes,
but they do not appear to be carrying weapons,
A Ship in Need save for some knives that can be attributed to
This story begins with the adventuring party on utilities. As you approach, a man dressed in
a ship sailing the seas. Another ship is sighted in garments befitting those of a captain stands
the distance, and on their mast a peculiar flag is close to the edge of the ship, welcoming you.
flapping in the wind; green with a black skull
with no eyes. The flag is used to signal that the The captain is indeed trying to talk to the
crew has fallen ill and that they are in need of strangers who have decided to approach his
assistance. It is a flag that everyone respects, ship. He wants to make sure they mean well as,
even pirates. Not everyone helps, but it will be deep down, he fears that scumbags that would
very difficult to find a crew willing to attack a take advantage of a Disease Flag still exist.
ship with this flag raised. A creature may recall When they approach, he introduces himself as
all this information with a successful DC 14 Finos, captain of this merchant ship, which is on
Intelligence (History) or Wisdom (Survival) its way to the nearest port to find a cure. Their
check. A creature with the Sailor background original destination is far away, but their cargo,
automatically knows this information. tons of various merchandise, must be delivered
at all costs. If the adventurers could help them,
then they would be saving them weeks of
travel, which can be rewarded.

Captain Finos
This tall human with dark hair and a tan from
working outside all day is the captain of the
crew, which means that he is responsible for
commanding the sailors, navigating the rough
seas, and handling any communications that
require delicacy and charisma. He cares about
his crew deeply and is worried that they will
meet their end at the hands of this mysterious
disease. He has a talking habit, always ending

43 | E n c o u n t e r s on the Savage Seas II


his sentences with a whistle, which can be both precious materials rot with time. If a creature
hilarious and feel totally out of place. goes days without eating or just eating the
same type of low-quality food, such as bread,
First Mate Shalana beans and salt pork, then it becomes
susceptible to the disease. If those conditions
A young elf who has always dreamed of
are met, the next time it comes into contact
spending her days at sea, feeling free and
with tainted seawater, it must make a DC 15
unbound by the land. She is aloof, but at the
Constitution saving throw, or become infected
same time very smart and always has her wits
with Vutrim’s Treachery. This can only happen
on her. Her ability to gain the respect and fear
in the seas that Vutrim’s presence has poisoned
of the crew puts her in the ideal place to
and only with seawater from this area.
organize them and control all small tasks that
the crew must take care of.
Symptoms
The Flying Oak The symptoms of this disease appear in
succession, presenting themselves in stages.
Both the ship and the crew go by the same
name, which they owe to the majestic way the
Stage 1: At first, the infected creature
oak ship seems to be flying when it sails the
notices blue and green skin spots all around
seas. The crew is generally wary of outsiders
their body, although they can be very bright
but in their state of distress thay are willing to
and noticeable on the torso and inside the
do anything they can to help the adventurers.
mouth.
The only problem is that their disease will cause
them to do more harm than good.
Stage 2: After that, an infected creature’s
thought process is disturbed, as Vutrim
Vutrim’s Treachery projects images into its mind that lead to
confusion. This confusion leads to mistakes,
Origins which can be fatal for a sailor or passenger
on board a ship. Once every hour, an
An ancient creature known as Vutrim dwells the
infected creature must roll a d10. If the
deep seas. It once created a disease with the
result is 3 or lower, then it gains one level of
intent to decimate ships and watch as the
exhaustion and its thoughts become cloudy.
waves swallow them. As they sink, both the ship
Confusion due to the infection may
and its crew become easy prey for Vutrim’s long
commonly be attributed to heat stroke or
tentacles. Vutrim appears as a giant octopus-
dehydration.
like creature in visions, though its true form is
much more hideous and incomprehensible to
Stage 3: Finally, the more serious symptoms
humanoid minds.
manifest, and at this point the infected
creature is at death’s door. Extremely
Causes painful stomach cramps cripple it, as its
Spending prolonged periods of time at sea can organs slowly die on the inside, and its eyes
lead to a lack of quality food, as even the most cry tears of blood. Once every hour, the

44 | E n c o u n t e r s on the Savage Seas II


creature must make a death saving throw. bring the DC down to 15. A detect poison and
As with normal death saving throws, a disease spell can also locate the source of the
creature must fail three in order to die. A problem, pointing to every infected sailor and
natural 20 will revert the disease to stage 2 identifying the water as the source of the
for one hour. problem. The Medicine check is still required to
present the cure to the players.
Stage 4: When the creature finally succumbs
to the disease, the internal organs that have Cure
been affected quickly dissolve, leaving
The infected creatures must be fed with quality
behind a dangerous liquid that slowly eats
food, though the effects will be greater if the
through the body, eroding it. The liquid then
recipe contains lemons and oranges (or other
proceeds to melt the wooden decks and eat
fruits that are rich in Vitamin C). The melted
away at the ship, with the intent of sinking
fluids that the deceased excrete can also be
it.
neutralized with lemon juice. The disease can
also be cured with healing spells such as lesser
The symptoms do not have a specific trigger
restoration, or heal, though these have no
after which they appear, nor can anyone be
effect on the fluids that could sink the ship.
certain of when the next stage of symptoms will
manifest. However, as a rule of thumb, the
stages last approximately this long: Handling Infection
The players can’t be infected unless they too
Stage Hours have been having problems with their food.
1 24 Having said that, unless they have already cured
2 12 the disease, they have no idea that this is the
3 6 case. It will be interesting to see what they
4 2-4 come up with in order to protect themselves
from the disease. Let them roleplay whatever
Diagnosis idea they have, but don’t let it become the main
Vutrim is a merciful elder evil. It gives the focus of the encounter, as it will quickly grind to
infected visions that reveal its identity, but it a halt.
mixes them with other visions of random
scenery and incomprehensible events. Thus, it The situation at hand
gives a chance to a clever diagnostician to
Right now, a large part of the crew and some of
understand its masterplan and put an end to it,
the passengers of the Flying Oak have been
perhaps even taking pleasure in the occasional
infected, as food rations have become short
defeat at the hands of a smart mortal.
due to an accident in the kitchen. The following
table presents a summary of the information
A DC 18 Wisdom (Medicine) check is
needed to understand the graveness of the
required to diagnose Vutrim’s Treachery.
situation.
Characters with the Sailor background or with
proficiency in Religion may have knowledge of
the ancient monster’s existence, which could

45 | E n c o u n t e r s on the Savage Seas II


singing they heard during the night was a curse.
Total Humanoids 50 Only the first is true of course.
Crew 30 If asked about the symptoms, at first, the crew
Passengers 20 will be reluctant to share the full extent, not
Total Infected 22 revealing the 2 bodies that have been laid to
Stage 1 12 rest in the hold of the ship. Only through a DC
Stage 2 5
16 Charisma (Persuasion) or (Intimidation)
Stage 3 3
Stage 4 2 check will they reveal that the disease ends up
making people bleed from the eyes, and that
These numbers show that the ship is in a the crew has hidden those in stage 3 and 4
hazardous situation. If nothing is done, in less away, to protect the rest of the passengers.
than a day, the unfortunate souls that have
passed away will melt and cause serious Many will add symptoms to the disease that
damage to the ship. If the heroes don’t figure don’t actually exist. Some of these include:
this situation out, it’s highly possible that the heavy, difficult breathing, an irresistible itch,
ship and its passengers are doomed to become loss of vision, a feel of their heart pounding fast,
sustenance for Vutrim. Note that Shalana, the a burning sensation whilst urinating, and so on.
first mate, is one of the 12 that are in Stage 1 Feel free to add anything to this list, as long as it
right now. The first patient who presented serves its purpose; to mislead. To see through
these symptoms did so two days ago. the lies and piece together the puzzle, the
adventurers must figure out which symptoms
can be attributed to the disease. To do so, a
Investigation
creature must succeed on a DC 14 Intelligence
This encounter is, at its roots, a mystery. The
(Investigation) check, or a DC 12 Wisdom
heroes arrive at the ship, ask questions, and get (Medicine) check. The medicine check might
conflicting and confusing answers. The also reveal which symptoms belong to the
characters then must, with their wits, disease and which to another malady. For
knowledge, and arcane prowess, figure out example, the burning sensation from peeing is
what’s wrong with the crew. The investigation
more likely the unwanted complication of a
can go in several directions, and as a result, is a sailor’s night-time visit at a certain facility in the
thing the DM must handle in order to present last port town.
the information organically. Presented here are
some possible results from the heroes’ inquiries The infected have been seeing dreams that are
and investigations. purposely shown to them by Vutrim to confuse
them. Two sailors and one merchant who have
If they ask about what caused the disease, been sailing with the crew will come up to the
some sailors will say that it’s the awful food adventures to talk about their visions. The first,
they have to eat, now that provisions are a sailor with a heavy build and thick accent will
scarce. Others will say the air feels thick and
talk about his dreams of his hometown, where
makes them dizzy, some will claim that the sea
everyone was sick and died from the same
water leaves a weird taste behind when
illness. A successful DC 14 Wisdom (Insight)
swimming in it, and some will be sure that the check will reveal that the sailor named Ben is

46 | E n c o u n t e r s on the Savage Seas II


homesick, and that this is likely not something Rewards
related to the disease. The merchant will also
Depending on the behavior of the party and the
come up to them and state that he has been
success at dealing with the disease:
getting some weird visions about the ship
crashing on an iceberg. He feels like the visions
If they cure the disease completely, with
started right after he tripped, fell, and scratched
subtlety, and without picking any fights, the
his hand on the wooden deck. The last sailor, a
captain will reward each adventurer with 400
dwarven woman with a thick accent but lively
gp from his own pocket and will also bestow
eyes will inform the heroes of her dreams.
them with a Cloak of the Manta Ray and a
These are the true ones sent out by Vutrim as a
Potion of Water Breathing.
clue. She describes a huge creature lurking in
the deep, eating ships that have sank, along
If they manage to cure the disease but they
with their crews. A successful DC 12 Wisdom
create too much of a mess and discomfort for
(Insight) check will reveal that the sailor named
the passengers, Captain Finos is still grateful to
Areltha is telling the truth, and if the heroes
them, and will reward them with 400 gp each.
discover the rotting corpses in the bottom of
the ship, a successful DC 14 Intelligence
If they only manage to diagnose one part of
(Investigation) or Wisdom (Medicine) check
the disease and help with things, Captain Finos
will suffice to connect the dots and realize that
gives them 100 gp each and thanks them for
this is potentially true. If the adventurers ask
trying.
anyone else about the dreams it becomes clear
that, while many have had visions, the only one
consistently appearing is that of Vutrim.

If the heroes search through the food


provisions of the ship, it becomes painfully
obvious that there is a severe shortage of
healthy foodstuffs. This can serve as a good clue
to the origins of the disease. No other
irregularities are found in the supplies of the
ship.

Easy Fixes
If the heroes cannot solve this mystery, but they
wish to see it resolved nonetheless, consider
using an NPC or other entity to guide them.
Perhaps a deity or a warlock patron might offer
some insight into the nature of Vutrim and his
schemes, or maybe an ally might know
something about him and his disease.

47 | E n c o u n t e r s on the Savage Seas II


48 | E n c o u n t e r s on the Savage Seas II
Nightmare at 20,000 pass uneventfully, giving the party a chance to
explore the ship and meet the crew. Read or
Leagues summarize the following:
By Andy Dempz The captain of the ship says your journey has
Art: Courtesy Wizards of the Coast been blessed by Valkur, the patron of sailors,
Map: Mobral Rox ships, and favorable weather, and so it seems,
as the first few days pass pleasantly enough.
Estimated run-time: 60 to 90 minutes Captain Haab is a Northlander from the
Moonshaes. He seems to be entirely focused on
Nightmare at 20,000 Leagues is a short the ship but treats the crew fairly, if with some
investigative adventure designed for five social distance. His first mate is another
characters of 1st-4th level. Higher level Northlander named Caelynn, a similarly
characters may have an easier time with the competent sailor. She is more friendly with the
adventure. crew and cordial to passengers, but she does
seem to have a bit of a temper. The only
Background member of the small crew who rubs you the
wrong way is a dwarf named Karbek, who
The Saucy Carp is a cargo ship that sails the
seems to be keeping a suspicious eye on you.
trade triangle of Waterdeep, Caer Callidyrr, and
Baldur’s Gate. The ship takes finished goods
from Waterdeep to the capital port of Caer An adventurer native to the Moonshaes or with
Callidyrr on the isle of Alaron in the Moonshaes. the Sailor background can attempt a DC 12
From there, it carries arms and armor to Intelligence (History) check to see if they recall
Baldur’s Gate, where it picks up grain and any knowledge of the Northlanders. Consult the
jewelry to take to Waterdeep. It also takes on a table below for what they recall. Results are
small number of passengers at each stop as cumulative.
long as they are willing to pay or to perform Roll History
unskilled labor in exchange for passage. 12-15 The Northlanders originally came
Unbeknownst to the crew, the ship picked up a from the isles to the north of the
quasit in Waterdeep that intends to wreak Moonshaes as raiders, but many
havoc upon the ship. have settled into agrarian lifestyles.
16-19 A recent revival of their raiding ways
Plot Hook was led by an individual known as
the Storm Maiden.
The party could be hired on in Waterdeep as
20+ Despite claims that she was blessed
ship guards for the trade circuit, or they could
by the gods, the Storm Maiden was
be traveling to the Moonshaes to seek lost at sea, and her followers
adventure there. dispersed.

Setting Sail
The journey from Waterdeep to Caer Callidyrr
takes around thirteen days depending on the
weather or other hazards. The first few days

49 | E n c o u n t e r s on the Savage Seas II


The Crew Environs of the Saucy Carp
The essential members of the crew are
General Features
described below. The remaining ten members
Terrain. Wooden decks, wet and slick at times.
of the crew are commoners (CR 0; MM, p 345).
Somewhat cluttered with rigging and other gear.
Captain Haab: LN male Northlander bandit Weather. arm, but with a cool sea breeze.
captain (CR 2; MM, p 344). Haab is Light. Bright light during the day from the clear
disinterested in anything that doesn't concern skies. Dim light at night from the stars and moon.
Smells and Sounds. The rhythmic splashes of the
the ship or its voyage.
ship cutting through the waves, the calls of sea birds,
Caelynn: NG female Northlander bandit (CR the voices of the crew, and the creaks and groans of
1/8; MM, p 343). Caelynn is friendly but quick the ship against the wind.
to anger. It is her responsibility to deal with
troublemakers on the ship.
Area 1: Main Deck
Bosska: CN female Nelanther bandit (CR 1/8; As the party explore the main deck for the first
MM, p 343). Bosska learned to sail among the time, read or summarize:
pirate tribes of the Nelanther Isles but made
her way north after being shipwrecked on the Most of the crew are busy at work on the main
Sword Coast. She has a pet flying monkey (CR 0; deck while there is daylight to be had. They
ToA, p 220) named Jimbling that she bought shout back and forth to each other over the
from a Chultan sailor in Baldur's Gate. waves and wind, relaying orders and confirming
actions taken. You were informed upon
Karbek: NE male shield dwarf bandit (CR 1/8; boarding that you were welcome to be present
MM, p 343). Karbek hired on last year as a above deck as long as you didn't interfere with
guard and ended up joining the crew. He is the crew's duties. While the message was
watchful to the point of being overly suspicious, relayed in a cordial manner, the iron cage
but he is not as observant as he'd like to think suspended from the aft of the quarterdeck
he is. His accusations are false and unmerited as implies that discipline is taken seriously aboard
often as not. the Saucy Carp.
Mixlit: CE quasit (CR 1; MM, p 63). Mixlit was
summoned as a familiar by a wizard in Movement on Deck
Waterdeep but got trapped in a crate of dried Due to the wet wood surfaces, rigging, and
plums bound for Caer Callidyrr in the course of working crew, the deck is difficult terrain.
his mischief. He intends to sink the ship so that Creatures without the sailor background who
he may respawn in the Abyss or return to his succeed at a DC 10 Dexterity (Acrobatics) check
master. (DC 15 during a storm) at the start of their turn
may move through the deck as if it were normal
terrain until the start of their next turn.
Characters with the sailor background make this
check with advantage.

50 | E n c o u n t e r s on the Savage Seas II


Area 2: Lower Deck, Fore
As the party enters the fore lower deck, read or
summarize:

This space is used by the crew for eating,


drinking, socializing, and gambling. A heavy
wooden table is permanently attached to the
floor. There are benches on the two long sides
and barrels serve as improvised stools on the
ends.

Any crew members who are not working or


sleeping are likely to be found here.

Area 3: Lower Deck, Aft


As the party enters the aft lower deck, read or
summarize:

The room is primarily used to store tools and


rigging but a few hammocks are hung on the
walls for the crew to use. A ladder leads up to a
trap door in the ceiling. A spiral staircase leads
to the decks below.

Area 3a: Captain Haab's Quarters


The trapdoor in the ceiling leads to Captain
Area 1a: The Cage
Haab's quarters. If he is not present, then it is
An iron cage is suspended on a 5-foot long pole
locked with a padlock. The padlock can be
mounted to the quarterdeck. A 10-foot long
opened with a successful DC 12 Dexterity check
pole with an iron hook on one end is kept on
using thieves' tools. The lock has an AC 10 and
the deck in order to retrieve the cage to put
15 hit points.
prisoners in or let them out. The cage can hold
two medium humanoids and is held shut by a Captain Haab’s quarters are sparsely
padlock. Caelynn keeps a key to it on a leather furnished. A hammock is suspended in one
necklace she wears along with keys to her corner of the room. An unlocked trunk holds
quarters and trunk. Haab keeps a key to the Haab's personal belongings. A plain desk is
cage in his quarters among the clutter on his thickly covered with maps, navigation charts,
desk. The padlock can be opened with a and instruments. Among the clutter is a key to
successful DC 12 Dexterity check using thieves' the cage suspended from the rear deck and a
tools. The lock has an AC 10 and 15 hit points. key to Caelynn's quarters. Either key can be
found by spending 5 minutes searching and

51 | E n c o u n t e r s on the Savage Seas II


making a successful DC 14 Wisdom and can be opened with a successful DC 12
(Perception) check. Dexterity check using thieves' tools. Within it
are her clothes and personal effects, a small
Haab typically begins each day by meeting
bundle of love letters from someone named
with Caelynn in her quarters and plotting the
Eirnin, and a silver dagger. The tapestry depicts
day's journey. He then spends most of the day
a human woman receiving a golden necklace
above deck, returning to eat his meals alone
from six dwarven craftsmen.
and read for an hour before sleeping at night.
He is currently reading a book called Of Ships
and the Sea Area 5: Upper Cargo Deck
As the party enters the upper cargo deck, read
Area 4: Sub Deck 2 or summarize:
As the party enters the second sub deck, read
or summarize: The central part of this deck is used to store
barrels and casks full of provisions for the ship's
The front two thirds of this deck are divided by crew. The fore and aft portions are partially full
a wall with two doors, but both parts are used of cargo bound for Caer Callidyrr.
by the crew for sleeping and storing their
belongings. Hammocks are slung between iron Mixlit the quasit is trapped in a crate of dried
eyelets in the walls and ceiling. Underneath plums among the cargo on this deck at the start
them are small trunks that presumably contain of the adventure.
the crew members' clothing and personal
effects. A door blocks entry to the rear third.
Lower Cargo Deck
During the day, the crew who worked the As the party enters the lower cargo deck, read
previous night can be found sleeping here. or summarize:
There is little of value among the crew's
belongings, but a character who spends 5 The main part of this deck is used to store cargo
minutes searching and makes a successful DC and provisions. The rear is taken up by a small
14 Intelligence (Investigation) check finds 1d10 empty room. The door is open and an unused
sp and a trinket from page 160 of the Player's padlock hangs from it.
Handbook.
Among the cargo is a small scroll case that
The rear third of this deck is occupied by contains a spell scroll of see invisibility. It is
Caelynn's cabin and can be accessed by the protected by a glyph of warding that casts hold
door from the crew's quarters or from a door person on anyone who tries to open the case
off the spiral staircase. Both doors are locked without first succeeding on a DC 15 Intelligence
and can be opened with a successful DC 12 (Arcana) check. The spell save DC for the glyph
Dexterity check using thieves' tools. Caelynn is 14.
keeps the key to both on the necklace she
wears. Her quarters are furnished with a The small room can be used as a brig when
hammock, trunk, a desk, and a tapestry, which necessary. The padlock uses the same key as
hangs on the port side wall. Her trunk is locked the cage and can be opened with a successful

52 | E n c o u n t e r s on the Savage Seas II


DC 12 Dexterity check using thieves' tools. The Bosska becomes suspicious of the characters
lock has an AC 10 and 15 hit points. The door and joins Karbek in rousing the crew against
has an AC 15 and 18 hit points, or it can be them.
broken open with a successful DC 15 Strength • In the afternoon, Mixlit picks the lock to
(Athletics) check. Attempts to break it down Caelynn's quarters. If he is not caught, he
may attract the attention of any crew members gets into her trunk and throws her belongings
present on the lower or upper cargo deck, but around the room. If he is not caught, he
shreds her tapestry and love letters. If
unless excessive noise (such as from a
Caelynn finds her room vandalized, she
thunderwave spell) is made, it won't be heard orders the crew to imprison the characters
above the cargo decks. until they reach Caer Callidyrr. The crew
imprisons as many characters as will fit in the
Events cage and locks the remainder in the room in
the lower cargo deck. Captain Haab supports
The party has three days to familiarize her decision but remains uninvolved unless
themselves with the ship and crew. The rest of the characters respond with violence.
the adventure proceeds as a series of events
Day 4
over the next four days. The DM can run these
as set events or allow the characters to make • Mixlit tires of plums and breaks out of his
crate. He rummages through the other cargo
contested Charisma (Persuasion) checks against
on that level, breaking into containers and
Karbek as he tries to convince Caelynn to making a general mess. Karbek suggests the
imprison them. Mixlit stays invisible when other characters are the vandals, but Caelynn isn't
creatures are around but will not be invisible if likely to be convinced as the destruction is so
he thinks he is alone, such as if the characters random.
are successfully hiding. If confronted he tries to • Mixlit returns to the lower cargo deck to
avoid combat by using his Scare action and break into more crates in search of food and
fleeing to another deck to hide until the next to find a place to sleep.
event. The events are as follows:
Day 5
Day 2 • In the morning, Mixlit goes to sub deck 2 and
• In the afternoon, Mixlit gets into the crew's steals some of the crew's food and drink. He
personal belongings on sub deck 1. He throws wastes a fair amount by spilling it on the
things about and shreds a number of floor. Karbek accuses the characters of taking
hammocks. Karbek tries to turn the rest of more than their share of rations and stealing
the crew against the characters and begins from crew members.
demanding that they be locked up for the • In the evening, the ship is caught in a fierce
remainder of the voyage. storm. Mixlit takes advantage of the
Day 3 conditions to cause as much destruction as
he can with the goal of sinking the ship. The
• In the morning, Mixlit is observed ruining ship's deck is lightly obscured by the heavy
some of the spare rigging on subdeck 1 by rain between lightning flashes. Mixlit begins
Bosska's pet flying monkey, Jimbling. Mixlit his attack on the deck, shredding rigging and
attacks Jimbling who escapes with some the sails. He can be seen when lightning
injuries. The noise may attract the characters' flashes every third round. After doing 50
attention if they are nearby. Otherwise, points of damage on the upper deck (armor

53 | E n c o u n t e r s on the Savage Seas II


class 12), he tries to start fires on sub deck 2
and the upper cargo deck. The crew may be
occupied with trying to keep the sails up. Left
unchecked, the fires may destroy the ship.

Conclusion
If the characters stop Mixlit before he can
destroy the ship, the crew is astonished and
disturbed by their close call with death. If the
ship sinks, everyone aboard either dies or may
be shipwrecked at a location of the DM's
choosing.

54 | E n c o u n t e r s on the Savage Seas II


55 | E n c o u n t e r s on the Savage Seas II
Nostalgia for the Reef a dark ritual shortly, when the stars and planes
align themselves during the equinox.
By Elven Tower
Map: Elven Tower General Features
These are the general features of the vessel
Nostalgia for the Reef. It is a three-deck longship
Background Lore powered by necrotic energy rather than wind. It can
A hundred years ago, the crew of the Nostalgia achieve maximum speed even with no wind and
against the current. Thus, pursuing this vessel is a
for the Reef sacked a tomb they found on a complicated task.
deserted island. They carried back a strange
sarcophagus decorated with emeralds and gold Terrain. The wooden floor is firm, but space is
inlays. They could not open it, but the box was limited like in all ships. Any square which already
sure to be worth something. Captain Gadavo contains an object or piece of furniture is considered
difficult terrain for the purposes of tactical
decided to place it in the cabin directly under
movement.
his and ordered his crew to sail back to the
Doors. All cabins feature wooden doors with
coast. simple locks. The doors to Areas 3, 4, and 6 are
locked. A successful DC 15 Dexterity (Thieves Tools)
The sarcophagus is the prison of an old, evil check or a successful DC 17 Strength (Athletics)
check allows a character to force their way in. The
entity meant to remain undiscovered for only exception is the door to Princess Seashell's
eternity. The sliver of darkness within cannot room. (See Area 6)
abandon its prison but it can affect its Light. The Nostalgia for the Reef is always
surroundings with its power. That night, the surrounded by a thick cloud of mist. Even with light
dark spirit took over Captain Gadavo's body. sources, the main deck is considered to be in low-
light condition. Below deck, some areas have ever-
The process killed him, but not entirely so. burning braziers. The rest of the ship is in total
Captain Gadavo became an undead puppet for darkness.
the dark being. He killed his crew that night Rebellious Sea. The Nostalgia for the Reef does
with a dagger. No one could withstand his not need a person by the rudder. Captain Gadavo or
the sarcophagus can control the ship's direction
onslaught. At dawn, everyone aboard the
mentally. They are prone to choose sudden
Nostalgia for the Reef walked the decks not adjustments of direction at any given time. The ship
alive, nor dead. They remained loyal to Captain lunges one way or another frequently. In combat,
Gadavo, just as he was a slave to the each turn there is a 10% chance that the ship lunges
suddenly as it changes direction. Each creature
sarcophagus. For decades they have roamed
(except the undead) must make a successful DC 14
the seas, hijacking and destroying other vessels. Dexterity saving throw to avoid falling prone.
They are the source of the many tales and
stories about ghost ships in the region.
Adventure Hook
Recently, the entity from the sarcophagus Local mariners and people at important docks
devised a plan to escape his prison. It involved talk about the disappearance of Princess
the sacrifice of a sea princess. Thus, it ordered Seashell, a mermaid (triton). Rumor has it that a
the crew to kidnap Princess Seashell. The pirate ship abducted her, and the vessel was
princess is still alive, but she will be sacrificed in last seen fifty miles north. The triton kingdom
offers a hefty bounty of 4,000 gp and the favor
of their house to whoever rescues her.

56 | E n c o u n t e r s on the Savage Seas II


The party sails in search of the pirate vessel. Area 3. Captain's Cabin
During the night, the temperature decreases A bed, a desk, a bookcase, and a chest are the
quickly as a curtain of deep mist engulfs the furniture in this room. There is a fine silk carpet
vessel the party is traveling in. The ghost ship on the floor in good condition; it can be sold for
emerges from the shadows silently and follows 200 gp. A leather bag with 84 gp is on the desk.
the party's ship side by side. The ship appears to
be in good condition, except for the sails which There are papers, documents, and the
are torn or missing. captain's journal on the desk. All documents in
this chamber are well preserved, despite the
The undead drop planks and try to storm the passage of time. These documents reveal the
party's ship as a series of battles begin. If the following information:
party loses this first engagement, survivors are
brought to the cells (Area 7). • The name of the ship and the captain.
• The ship was not originally a pirate ship
Location Descriptions but rather a merchant/mercenary
vessel.
• The last journal entry describes the
Area 1. Main Deck raid to the tomb and the acquisition of
There are a few rotting crates and empty chests a strangely decorated sarcophagus
on the main deck but nothing else of value. almost a hundred years ago.
When the Nostalgia for the Reef is close enough • A scroll reveals the intention to
sacrifice Princess Seashell during the
to the party's ship, the first mate and other
equinox.
undead drop planks and attack. The attackers
are 7 crew members: 5 skeletons (CR ¼; MM, p
Area 4. Second Deck
272) and 2 shadows (CR ½; MM, p 269). The
The large cargo chamber is mostly empty. A
first mate is a wight (CR 3; MM, p 300).
magical wall brazier provides low light. There
are six doors; three of them lead to unused
Should the party lose this engagement, the
chambers. 4 skeletons guard the door to Area
undead do not kill them outright. They are
7. If the first mate is still alive, it comes out of
bound, gagged, and taken to the cells in Area 7.
Area 5 and joins the fight in round 2. Should the
Their possessions end up in the first mate's
battle last more than 4 rounds, the captain
cabin (Area 4).
(wraith; CR 5; MM, p 302) and 2 shadows
emerge from Area 7 and join the fight.
Area 2. Forecastle Cabin
This cabin is seldom used anymore. There are
Area 5. Chief Mate's Cabin
three wooden crates and six wine barrels. Two
The chief mate is here unless it was killed during
of the barrels are in good condition. The wine is
the first engagement. Despite his undead
a refined select reserve which is rare these
nature, the chief mate still craves gold and
days. They can be sold for 50 gp each.
riches. Since the captain has no interest in such
Collectively, the party finds 220 gp in the crates
things anymore, the first mate collects trinkets
and 2 potions of healing.
and coins in his cabin. Two shadows emerge

57 | E n c o u n t e r s on the Savage Seas II


from under the chest to protect it. The chest in it, a random character must make a successful
the room contains 600 gp in several DC 20 Wisdom saving throw, to avoid
denominations. 10 objects of art worth 1,200 becoming a thrall of the sarcophagus. This
gp, and a +2 dagger. saving throw is rolled once per day, after three
failed saves, the person becomes an undead.
Area 6. Princess Seashell Cabin The best the party can do is drop the
The princess was imprisoned here a week ago. sarcophagus to the bottom of the sea.
She is a non-combatant. The door to this
chamber is magically sealed, as per the arcane Area 8. Ship Cells
lock spell. A spellcaster can bypass this measure The bottom deck was a mix of cargo and
with a knock or a dispel magic spell. While quarters for the crew, but they do not need
affected by this spell, a successful DC 25 them anymore. There are 19 individual cells.
Dexterity check using thieves’ tools check, or a The cells are barred cages and feature simple
successful DC 27 Strength check opens the locks similar to those on cabin doors. Four of
door. The DC reduces by 10 for each of these them are occupied by a group of fishermen
options if the arcane lock spell is dispelled. captured a few days ago. There are old bones of
previous inmates who died in their cells. The
The princess is grateful to be rescued and fishermen are malnourished and dehydrated;
promises a reward if she is returned safely to the undead care not for their prisoners. If
her kingdom. She follows the party and does released, the fishermen cannot help in combat
her best to follow their commands. Princess as they are severely weak from dehydration.
Seashell has the statistics of a noble (CR 1/8;
MM, p 348). If the party is brought here after losing the
first engagement, they may try to escape their
Area 7. The Vengeful Casket binds with a successful DC 14 Dexterity
Captain Gadavo is in this room communing with (Acrobatics) check. Roll with advantage if the
the sarcophagus. The undead cannot be PC has access to a hidden tool or weapon.
reasoned with as their wills are slaves to the
sarcophagus. Once encountered, Captain Conclusion
Gadavo (wraith; CR 5; MM, p 302) and two If Princess Seashell is returned to the triton
shadows attack. They use their incorporeal kingdom, her father rewards the party with the
form to their advantage to slip out of reach promised bounty and offers them an unlimited
whenever possible. If Princess Seashell is with stay in his castle. Additionally, he offers them
the party, the shadows will target her. the possibility to work and buy a house in his
realm.
The sarcophagus is an evil artifact from a
forgotten era. There is no way to open it or If Princess Seashell dies but her remains are
damage it with anything the party can do. After returned to her father, the characters are
destroying Captain Gadavo, the sarcophagus invited to the funeral. The king still pays them
must wait a day before attempting to possess the bounty.
anyone else. If the party are still within 30 ft. of

58 | E n c o u n t e r s on the Savage Seas II


59 | E n c o u n t e r s on the Savage Seas II

The Potsticker Sous Chef Brigg Tormsyn, (dwarf bandit
captain - CR 2; MM, p 344) - runs the
By Jennifer Adcock kitchen with an iron fist, but has a soft spot
Expected Duration: 30-60 minutes for aspiring chefs.

The Potsticker is a series of short skill-based and Use the bandit (CR 1/8; MM, p 343) stat block
social interactions designed for parties of any for all other crew members.
level and composition.
The crew of the Potsticker aren’t pirates, but
they have learned a lot about defending
Background themselves in their years of peaceful
Rations while at sea can get quite stale, both foodmongering.
figuratively and literally. Hardtack, jerky, and
fish, fish, more fish. The Potsticker is a sailing Menu
ship whose crew has one purpose - to provide
other sailors with delicious and unique rations, Item Cost
making excellent use of the rare and exotic
Sea-salted bread 1 sp
ingredients that come from the sea.
Fried squid tentacle 4 sp
This encounter is ideal to add to any
extended ocean travel, as the Potsticker comes Raw fish and seaweed rolls 2 gp
to ships who’ve been at sea for a good length of
time. Caviar 5 gp

Shark meat chunk 5 sp


The Potsticker
The ship itself is a galleon, finely constructed Fresh sea urchin 3 sp
and maintained. Its sails are stark white, and its Potstickers (their famed dish) 5 sp
decks are polished to the point of gleaming.
The ship flies a red flag with a crossed knife and Fish and chips 3 sp
fork in white.
Barracuda tartare 2 gp
The ship carries a crew of about 75
individuals, including the notable crewmembers Dwarven ale (barrel) 35 gp
listed below. Elvish wine (barrel) 40 gp

Notable Crewmembers Feast for the whole crew 250 gp


• Captain Elias Kinns, (human veteran - CR 3;
MM, p 350) - exuberant, a consummate Search for Ingredients
showman and salesman.
The crew of the Potsticker are in constant need
• First Mate Reena Magpie, (halfling veteran
of ingredients and are often looking to
- CR 3; MM, p 350) - gruff at first, but has a
experiment with new items. The player
heart of gold.
characters may be asked to help find any or all
• Head Chef and Second Mate Catrila
of the below. In exchange, the characters will
Cloudskimmer, (elf bandit captain - CR 2;
receive high quality rations that will stay fresh
MM, p 344) - a true artisan, dedicated to
for an extended time and taste excellent.
her cooking craft above all else, to the point
of distraction.
60 | E n c o u n t e r s on the Savage Seas II
• Sea urchins - spiny, purplish creatures, on the table below for the ingredients that the
usually found on the seabed. Handling them player characters and the Potsticker chefs must
wrong or carelessly will deal 1d4 piercing include in their dish:
damage. Characters harvesting sea urchins
must also make a DC 14 Constitution saving 1d12 Ingredient
throw against becoming poisoned for one
hour. 1 Squid ink
• Red algae - a vibrant red sea plant, rich in
everything one needs to keep healthy. 2 Dried fermented scallops
Takes a long time to find but can remove a
3 Stinkfruit
level of exhaustion when eaten.
• Giant squid - elusive, but very profitable 4 Stinging nettles
due to its size. Requires a series of
successful DC 16 Wisdom (Survival) checks 5 Anglerfish
to track. Initiate a combat encounter with
giant squid (giant octopus, CR 1; MM, p 6 Duck feet
326) when found. The difficulty is that the
7 Pineapple
players must keep the squid fully intact and
edible (not poisoned, fireballed, etc.) to 8 Kelp
receive the reward.
• Deep sea fish – finding this requires going 9 Smoked herring
into the deep ocean, where the light
doesn’t reach. Searching in the deeps will 10 Jellyfish
also require DC 16 Constitution saving 11 Taro root
throws the longer the characters stay in the
depths. 12 Pufferfish
• Sea grapes - a round, green sea plant that
can be eaten raw or distilled into sea wine.
Both groups must make a series of successful
Difficult to identify correctly, due to a
DC 18 Intelligence or Wisdom checks in the
number of lookalike plants that taste foul.
preparation of their dish. The first group to
Requires a successful DC 15 Intelligence
succeed on five checks wins the competition.
(Nature) check to discern the real sea
They may also make DC 13 Charisma checks or
grapes.
DC 13 Dexterity checks to taunt or trick the
other team to give them disadvantage on their
Cooking Competition next roll.
If the player characters start to get chummy
with the crew of the Potsticker, one of the two If the characters win the competition, they
chefs - Catrila or Brigg - will challenge the player are given a barrel of elvish wine and a fine set
characters to a friendly cooking competition. of cooking utensils.
There are no real stakes to the competition,
merely pride and bragging rights. If suggested, Dinner and a Show
Elias eagerly agrees to the role of host and
If the player characters or anyone else in their
announcer for the competition.
entourage purchases a feast for the whole
crew, the crew of the Potsticker offers to host
The format of the competition is to combine
and entertain them for the evening.
strange and bizarre ingredients into a dish that
is not only edible, but delicious. Roll three times

61 | E n c o u n t e r s on the Savage Seas II


They offer various amusements, including
music and dancing, short plays, and ghost
stories. Any player character who wishes can
join in with their own performances and stories.

If they do join in with tales of their previous


adventures, they can get into a boasting contest
with the crew of the Potsticker, who have
plenty of their own adventures to tell of. The
Potsticker crew will try and escalate their
storytelling, in both content and form - more
thrilling, dangerous tales, reenacted aboard the
ship with the help of their crewmen. Both
groups can make Charisma tests to try to
impress the other crew.

This is all in good fun, of course, and the


crews part ways in the morning as friends and
allies. The next time the player characters find
themselves facing a naval challenge that looks
hopeless, the Potsticker and its crew may be
summoned to fight alongside them. The crew
isn’t exactly hugely helpful combatants, but
there are clever ways for them to help.

62 | E n c o u n t e r s on the Savage Seas II


The Shattered Tower
By Catherine Evans
Map: Courtesy Dyson Logos

Estimated run-time: 60 to 90 minutes

The Shattered Tower is a short adventure


designed for five characters of 5th level. Scaling
instructions are included to run the adventure
for characters from 3rd to 7th level.

Background
A mile or so from land and a few miles along the
coast from the nearest town, Shatterspine
Tower has always been a place of ill repute. It
has long been known as the lair of a gang of
wreckers who use the light atop the tower to
lure ships onto the nearby rocks.

A year ago, a battle between a juvenile


kraken and another deep-sea beast caused
tremors that collapsed the top levels of the
tower. The kraken slunk into the rubble to hide
and heal. It gradually exerted its influence over
the wreckers, turning them into mutated cult
fanatics and kraken priests. Their criminal
operation has mutated along with their bodies,
becoming a source of sacrifices to the beast
beneath the tower. Either way, the party should arrive by rowboat
in the midst of a fierce storm from a larger
Plot Hook vessel anchored some distance away.
Adventurers may be hired by Brandis Dyern,
head of the Dyern-Nunic shipping company Approaching the Tower
which has lost several ships (including lucrative As the party approaches the tower, read or
cargoes and entire crews) to the gang. She summarize:
knows nothing of the kraken or its cult, and
believes she is simply hiring a group of The jagged black rocks around the tower are littered
adventurers to deal with some normal, human with debris from wrecked ships. One small, intact,
brigands. She will promise a reward of 3,000 rowboat is sheltered by a craggy outcropping.
gold pieces – high for the task, but low
compared to the amount of business she has There are no signs of life. Any sounds from inside are
lost. covered by the noise of the raging storm.

Alternatively, adventurers may be passengers A path weaves between the rocks to a wooden door
or crew on a ship lured onto the rocks near
coated in barnacles and swollen shut from the damp.
Shatterspine.
63 | E n c o u n t e r s on the Savage Seas II
On the back of the door is a twisting pattern of
Call for a DC 15 Dexterity (Vehicles, Water) seaweed, bone, and the beaks of vast squid strung
check to steer the characters’ boat to a safe together in a design that strongly suggests curling
landing. Failure means the boat is no longer tentacles. As the door moves, they almost seem to
seaworthy and that characters take 7 (2d6) stir.
bludgeoning damage from washing up on the
rocks. There’s nothing to find here except for the
unlocked double doors leading to Area 1B. If the
It’s Cold Outside adventurers inspect the tools on the rack, they
The door is locked, and the lock is poorly find traces of blood and flesh on them (no
tended and prone to jam. Picking the lock ability check needed).
requires a successful DC 16 Dexterity (Thieves’
Tools) check. Failure means that picking the
lock takes ten minutes, and characters who fail Area 1B
a DC 11 Constitution saving throw take a level As the party enter Area 1B, read or summarize:
of exhaustion from standing outside in the
storm. The door can be smashed open with a There is little for the flickering driftwood torches on
successful DC 15 Strength (Athletics) check. the walls to illuminate: two curved sets of stairs lead
up and another leads downwards. Otherwise, it’s
General Features just a dimly lit room full of barrels, boxes, and sacks
Terrain. Slick stone – both outside the tower rotting in the damp atmosphere.
and inside; thick, orange lichen.
Weather. Rain lashes the outside of the tower
and seeps inside through cracks in the stonework. Treasure
Light. The storm makes the area overcast; The containers hold cargo taken from wrecked
driftwood torches inside the tower cast most ships. It would normally have been sold by now
areas in dim light. but the cult is no longer interested in such
Smells and Sounds. Salt water and wood rotting matters. Most of the goods – fabric, spices, and
in the damp; the lapping of water in the
the like – have rotted away but a successful DC
submerged levels and the rumbling of the storm
outside. 18 Intelligence (Investigation) check turns up a
Stairs. All staircases in the tower are five feet bag of pearls worth 1250 gp.
wide.
Characters could go deeper into the tower: there are
stairs down from this area. The lower floors are
Area 1A completely submerged, and shrouded in inky
darkness that no light, normal or magical, can
As the party enter Area 1, read or summarize:
penetrate.
This room is roughly half of the tower. It is empty
Descending further would lead to an encounter with
except for waxed cloaks hanging on the walls and a the kraken – which the adventurers would be wise to
rack containing axes, crowbars, and billhooks; in avoid.
short, everything one would need to efficiently
access and empty a half sunken cargo hold.

64 | E n c o u n t e r s on the Savage Seas II


Area 2 • There are about a dozen members of the
gang in the tower
As the party enters Area 2, read or summarize:

The stairs end in a circular room. The soft clink of Scaling the battle
chains alert you to the presence of other creatures • Levels 3-4: 8 gang members are in the tower
• Levels 6-7: 18 gang members are in the tower
and a deep voice calls out softly, “Stop. Don’t come
any closer.”
Freeing the Prisoners
Prisoners The shackles and chains holding the prisoners
There are three human prisoners shackled to have AC 19 and have 12 hit points. Attempts to
the floor of this room, shivering in thin clothing. break them with a weapon are made at
Their chains give them enough room to walk disadvantage unless the attacker is willing to
around, but not to reach the stairs. also hurt the wearer. A successful DC 14
Dexterity (Thieves’ Tools) check will unlock one
Two (Neela and Bern) are sailors. Their ship
was wrecked ten days ago, and they regained shackle.
consciousness here, along with eight others.
The others have been taken away, one every The key to these locks is in Saveus’ quarters
couple of days. (Area 4B).

The third prisoner is Govan, a weathered man


in his fifties. He was part of Saveus’ gang of DMs Note. The gang expects noise from the
wreckers but he’s refused to join in the cult’s prisoners, so are unlikely to investigate any shouting.
A particularly loud disturbance could draw the four
activities. He’s still ‘one of them’ which has so
cult fanatics (CR 2; MM p 345) from Area 3.
far kept them from feeding him to the kraken.

Govan is incoherent, raving about “the great Development


beast below” and warning the characters to If the cult fanatics come to investigate a
“Get out! Flee before you’re found.” Once disturbance, fewer are left in Area 4 and they
calmed with a successful DC 13 Charisma cannot be surprised.
(Persuasion) or Charisma (Intimidation) check
he knows that: Scaling the battle
• Levels 3-4: Remove two cult fanatics.
• The tower partially collapsed about a year • Levels 6-7: Add two cult fanatics.
ago, and something moved into the rubble
in the tower’s sunken levels. If the prisoners are freed they wait in Area 1B
• Something started to speak to Saveus and for the adventurers.
the rest of the gang.
• The gang started visiting it… and started to
change: their bodies are twisted and
misshapen and they serve the beast
faithfully.
• They still use the light at the top of the
tower to lure ships but now most of the
cargo sinks to the bottom of the sea: the
crew are the prize, and they’re used to feed
the beast.

65 | E n c o u n t e r s on the Savage Seas II


Area 3 minutes with a successful DC 15 Intelligence
(Investigation) check or 20 minutes with a
As the party enter Area 3, read or summarize: failed check.
The stairs open onto a room that smells of
Searching also uncovers a water-stained
unwashed bodies. There are four beds in here, but
leather notebook containing poorly written
the spaces between them sport more bedrolls and attempts at scripture and hymns in praise of the
tangled blankets. Deep Lord.

Open doors on either side of the room reveal similar


Scaling the Battle
setups in neighboring rooms.
• Levels 3-4: Remove 2 cult fanatics.
• Levels 6-7: Two more cult fanatics arrive in round 2
Some of the bedding is occupied, human forms (from one of the adjoining rooms) to join the fight.
betrayed by the flicking of a tentacle or the opening
of a mouth where no mouth should be. Between two Development
of the beds is a large, greenish crustacean, idly
If the adventurers spend more than 10 minutes
cracking human sized bones between its pincers.
searching the area, the cult have time to set a
trap on the stairs leading up to Area 5.
This area contains six cult fanatics (CR 2; MM, p
345) and their pet chuul (CR 4; MM, p 40).
Area 4A
The cultists fight to subdue the adventurers, Coiled ropes of seaweed, braided with bones and
aiming to capture them and imprison them in
beaks, fill most of this storeroom. Sheets and
Area 3 as an extra source of food for the kraken.
blankets crudely painted with twisting tentacles and
huge, black eyes are haphazardly scattered around
The last cultist standing will flee to Area 5 to
the room.
warn Saveus. Even if that fails, Saveus will be
alerted by the general commotion. Doors to either side of the room lead to Areas
4B and 4C.
Talking it Out
The cultists are much more inclined to fight The door to 4C has a dark, wet stain under it,
than talk. If the party can convince them to talk forming a path through 4A and onwards, up the
they have little new information except: stairs (the mark of Orfeo’s passage up to Area
5).
• The beast beneath the tower is a kraken –
young for its kind, but still immeasurably
old by human standards.
Treasure
• They serve it loyally: it is wise, noble, and An open wooden box in one corner of the room
awe-inspiring. holds 20gp worth of incense.
• They are not permitted to know its name.
They call it The Deep Lord.

Treasure
A thorough search turns up 4 scrimshaw
octopus statues worth 50 gp each, and a total of
132 gp, mostly in silver. Searching requires 10

66 | E n c o u n t e r s on the Savage Seas II


Area 4B the tower or it doesn’t wish to leave its hiding
place. If the party take a rowboat and sail away,
This was once a fine room—velvet hangings cover a
it couldn’t – wouldn’t? - pursue them.
four-poster bed; the wardrobe, chair, and table are
well-made; a table is set with a gleaming pewter jug
and jeweled goblet. Wind howls through the room
Area 5
from a hole in some other part of the tower. If the adventurers were slow climbing the
Between the rain and an inch of stagnant, standing tower, Saveus has set a trap on the stairs up to
water on the floor, most of the contents are Area 5.
waterlogged and rotten.
If so…
This is Saveus’ bedroom. A Slippery Customer
• A character actively searching for hazards
Treasure who succeeds at a DC 13 Wisdom
The party can salvage a fine, jeweled pewter (Perception) check notices the top few
steps are shiny with a thick layer of grease.
goblet worth 75 gp and an alchemy jug (DMG, p
• Characters can either remove/counteract
150) from the nightstand (no check needed);
the grease, or make a DC 14 Strength
with a successful DC 13 Intelligence (Athletics) or Dexterity (Acrobatics) check
(Investigation) check, they also find a purse to leap over it
containing 45 gp from underneath the mattress. • If the character at the front of the party has
A hook on the wall near the bed holds the key a passive Perception of 13 or higher, they
to the chains of the prisoners in Area 2. notice the grease, giving them advantage
on the DC 13 Dexterity saving throw to
avoid slipping on it.
Area 4C • If the leading character does not notice the
When the characters enter Area 4C, read or grease in advance, they make a DC 13
summarize: Dexterity saving throw as they attempt to
walk over it.
• A failed saving throw or ability check means
The wall is shattered, leaving this half of the tower
the character loses their balance, stumbling
open to the wind and rain. The floor level is lower
into the character behind them (who must
here and the room is flooded with inches of water. It
succeed on a DC 12 Strength saving throw
smells of fish and seaweed and is empty apart from
or stumble into the character behind
a few gnawed bones abandoned in the water. them… and so on).

Call of the Deep The trap is there to slow the adventurers


If characters look through the shattered hole in down and warn Saveus when they arrive.
the wall, read or summarize:
It also provides a perfect opportunity for
The waters are dark and choppy below, churned up Saveus’ three cult fanatics at the top of the
by crashing waves and by thick, rubbery tentacles stairs to fire heavy crossbows at the first two
that break the surface and thrash against the rocks. characters in line. They have +4 to hit and deal
You count… maybe six? It’s hard to tell. 5 (1d10) damage. They have advantage on
attack rolls against characters who are off-
After watching for a short time, characters balance.
realize that either the monster is stuck under

67 | E n c o u n t e r s on the Savage Seas II


As the party enters Area 5, read or summarize: Leaving the Tower
A smell like the freshest fish joins the salt scent as When the party exits the tower, read or
you near the top of the stairs. The top of the tower summarize:
is open to the elements and the storm rages
As you set foot on the rocks, a thick, sucker-covered
around you, thunder cracking the sky overhead.
tentacle breaks the water and slams down mere
Saveus, leader of the cult and a kraken priest inches in front of you.
(CR 5; VGtM, p 215) is here with three more cult
fanatics (plus any who retreated from Area 3). Escape
The adventurers are 30 feet from a rowboat
They are accompanied by Orfeo (or as the (either the one they arrived in or the one
others call him, “The Most Devout”), whose sheltered behind some of the rocks).
mutations have made him half man, half Hazard. Tentacles flail and grab at the party as
tentacled beast.
they make their way to the boat. A successful
Read or summarize: DC 15 Dexterity saving throw means they pass
unharmed; those who fail take 10 (3d6)
The top half of this creature was once a man, pallid bludgeoning damage; those who fail by 5 or
and now blessed with a dozen black, blinking eyes on
more are grappled (escape DC 16).
his bare arms and torso. The rest of him is nothing
On initiative count 20, the kraken flings one
but writhing, glistening, black tentacles that carry
him forward at rapid speed.
grappled character against the wall of the tower
or at another character for 7 (2d6) bludgeoning
To Arms! damage.
Saveus and the cultists trade their crossbows
for melee weapons and attack. Once the adventurers get to the boat, they
are outside the kraken’s reach.
• Saveus uses his voice of the kraken ability to
frighten at least one adventurer, and casts
call lightning. Kraken Tentacles
• Orfeo is dangerous but not intelligent. He The kraken is an environmental hazard, not a
monster that can be defeated.
attacks the most obviously threatening
target. Treat the tentacles as independent creatures for the
purposes of spell/attack targeting.
Cover. Rubble from the destroyed upper layers,
and the large (occupying roughly five feet of There are 6 tentacles that can reach this area. Each
has an AC of 17 and 40 hit points. They are immune
floorspace) lamp that the wreckers use to lure to lightning and non-magical bludgeoning damage.
in ships can provide half cover.

Scaling the Battle Conclusion


• Levels 3-4: Replace the cult fanatics with cultists. With its pet cult destroyed, the kraken has little
Reduce Orfeo’s AC to 16 and his hit points to 95. interest in staying in these waters. It will leave
• Levels 6-7: Add 3 more cult fanatics.
within a week or two.
Destroying the Lamp
If the party decides to attempt to destroy the If the party was hired by Brandis Dyern, she
will pay them as promised.
lamp, it has AC 15 and 18 hp.
68 | E n c o u n t e r s on the Savage Seas II
69 | E n c o u n t e r s on the Savage Seas II
70 | E n c o u n t e r s on the Savage Seas II
Shuza’s Curse from a ruin hidden beneath a lizardfolk village.
The explorers pillaged the ruins, killing most of
By Joe Raso the lizardfolk in the process. The tribe’s shaman
Art: Courtesy Wizards of the Coast escaped and followed the explorers back to
Map: Joe Raso their ship, where he stowed away with the
cargo.
Estimate run-time: 60 minutes
Once at sea, the shaman used the stolen
Shuza’s Curse is a short, combat focused artifacts to perform an ancient ritual to create
adventure designed to challenge five characters an evil monstrosity. The monster crippled the
of 8th level. ship and killed the crew. The vessel now drifts
at sea, trapped in an unnaturally growing mass
Background of roots and vines. The ancient treasures stolen
from Chult remain hidden within the ship’s
Six weeks ago, the StorMoon, a ship laden with broken hull, protected by the shaman and his
spoils from an expedition into the jungles of summoned plant horrors.
Chult left Port Nyanzaru bound for Baldur’s
Gate. The treasures loaded onto the ship came

1 square = 5 feet

71 | E n c o u n t e r s on the Savage Seas II


Plot Hook Surrounding Waters
Recovery Mission – Sponsors of the original The surrounding waters swarm with Hunter
expedition to Chult hire the heroes to recover Sharks (CR 2; MM, p 330). Any creature falling
their missing vessel. They are provided with a into the water attracts 1d4 + 1 sharks that
small sailing ship and an experienced sailor, if arrive within 1d4 rounds.
required. They are given the last reported
location of the StorMoon as sighted by passing Crossing the Island
ships. Traversing the island is difficult, as the plant
growth is hard to walk on and is considered
Ship in an Island of Roots difficult terrain. Additionally, the roots near the
water’s edge are very unstable. Any character
Following the directions provided, the heroes moving within 10 feet of the water’s edge must
have little difficulty finding the vessel adrift on make a DC 13 Dexterity saving throw to avoid
the ocean. Read or paraphrase the following: falling through the roots into the ocean waters.
Characters weighing less than 100 lbs. have
Between ocean swells a ship comes into view. It advantage on these saving throws, while
matches the description of the vessel you seek. characters weighing over 200 lbs. have
Tattered sails flap ineffectually in the breeze. disadvantage on them.
The ship is surrounded by an island of twisted
roots and vines growing from a large breach in The Broken Ship
the hull. The tangled vegetation spreads in all The StorMoon lies trapped within the island’s
directions over the water. roots. The hull is cracked with thick roots
bursting through its shattered timbers.
This mass of vegetation erupted from the ship’s
hold when Shuza, the lizardfolk shaman, Boarding the Ship
completed the ancient ritual, unleashing an evil The ship is trapped within the growing island.
monstrosity that slaughtered the unsuspecting The deck stands eight feet above the
crew. In the weeks since, Shuza consumed the surrounding roots. The ship’s wooden sides are
crew’s remains and scattered their bones across slick and require a DC 13 Strength (Athletics)
the growing island. The island continues to check to climb.
grow, driven by the tainted magic of the
shaman’s ritual. One of the ship’s two masts is snapped in
half, with the top portion leaning against the
Environs of the Island hull. This creates a 10-foot long ramp allowing
characters to scramble up with a successful DC
General Features 13 Dexterity (Acrobatics) check.
Terrain. Bumpy carpet of roots and vines.
Weather. Hot and humid, with a slight breeze. Cracked Hull
Light. Unless otherwise noted, normal outdoor
Massive roots spill from large cracks in the
lighting. The interior of the ship is dark and devoid of
light. ship’s hull. Small-sized characters may squeeze
Smells and Sounds. The smell of seaweed and through the roots to enter the ship’s hold.
rotten fish. The sounds of lapping water and the
occasional groan of the ship as it rises and falls with The hold’s floor lies two feet below the
the island upon the sea. outside roots and is covered with one foot of
water. The hold is considered difficult terrain
because of the water and floating cargo within.

72 | E n c o u n t e r s on the Savage Seas II


The stolen Chultan treasures are still here (see Shuza’s Motivations
Conclusion).
• Shuza believes it avenged its village by
The hold is dimly lit from an open hatch destroying the explorers.
overhead. A wooden ladder ascends 10 feet • Shuza will forever distrust all non-
through the hatch to the ship’s deck above. lizardfolk because of the explorer’s
assault of its village.
• The Root Horror that Shuza unleashed is
Island’s Protectors tainted with evil and is slowly corrupting
Needle Blights the shaman through visions showing
Standing on the rooted ground beside the ship nature violently consuming cities of the
are Needle Blights (CR 1/4; MM, p 32). Two Sword Coast.
needle blights for each character are equally • Shuza obsessively protects the village’s
spaced around the hull. They remain motionless treasures stored in the ship.
until a character comes within 10 feet, which • Shuza believes the growing island is a
causes all blights to relentlessly assault all new and sacred place to store the village
creatures on the island other than Shuza and treasures and will protect them with its
the Root Horror who they ignore. The blights life.
easily cross the island, ignoring the island’s
difficult terrain and automatically succeeding on Conclusion
saving throws to avoid falling through the roots.
Assuming the heroes survive the encounter, the
stolen treasures await within the ship. The
Shuza the Shaman hold’s contents are left to the DM’s discretion.
Ten feet above the deck, hidden within the This is a perfect location to leave mysterious
rigging of the remaining mast is Shuza a artifacts which can lead to further adventures in
Lizardfolk Shaman (CR 2; MM, p 205), with the Chult or elsewhere. Perhaps an ancient curse
following adjustments: still protects these treasures?

• Shuza may use its Change Shape ability to Alternatively, the DM can use the Dungeon
also change into the form of a lizard. Masters Guide’s random Treasure Horde table
• Shuza may use Change Shape twice to determine the contents of the ship’s hold.
between short rests. (DMG, p137)
• While in crocodile or lizard form, Shuza can
use a bonus action to expend one spell slot
to regain 1d8 hit points per level of spell
slot expended.

Root Horror
Resting on the ship’s deck is a Root Horror see
appendix) the evil monster created by Shuza’s
ritual. The monstrosity waits motionless until a
character approaches within 10 feet, or until
directed to attack by Shuza.

73 | E n c o u n t e r s on the Savage Seas II


The Root Horror
Huge monstrosity, chaotic evil

This monstrosity is a mass of writhing roots and


vines, filled with the bones of its past victims. It is a
twisted abomination of plant life, infused with the
taint of evil. An ancient ritual transforms a specially
prepared seed into this deadly horror.
Rumors suggest the secret to creating these horrors
came from a forgotten demon lord in ages past.
Knowledgeable scholars have suggested the names
Chernovog, Ereshkigal and Malgarius as possible
sources of the ritual used to create this evil.

Armor Class 15 (natural armor)


Hit Points 172 (15d12+75)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
Skills Perception +6
Damage Resistances bludgeoning, piercing and
slashing nonmagical attacks Savage Spirit. The Root Horror has advantage on
Condition Immunities blinded, deafened saving throws against being charmed, frightened,
Senses blindsight 60 ft. (blind beyond this stunned and knocked unconscious.

radius), passive perception 16 Actions


Languages – cannot speak but can follow simple Multiattack. The Root Horror makes up to three vine
mental commands received from the creature strike attacks.
that summoned it, if it is within 120 feet.
Challenge 8 (3,900 XP) Vine strike. Melee weapon attack: +8 to hit, reach 10
ft, one target. Hit: 11 (2d6+4), piercing damage. The
target is grappled by a tendril (escape DC 14). If the
False Appearance. While the root horror remains target is medium or smaller, that target is also
motionless, it is indistinguishable from a large mass restrained. There is no limit to the number of
of thick roots. creatures that can be grappled.
Grasping Tendrils. The Root Horror can have any
number of opponents grappled by its tendrils. Each Crush. All creatures grappled by the Root Horror
tendril can be attacked (AC 15, 10 hit points; must make a DC 14 Strength saving throw. A failed
immunity to poison and psychic damage, save results in 2d6 bludgeoning damage, while a
vulnerability to fire damage). Destroying a tendril successful save reduces this amount in half.
deals no damage to the Root Horror. A tendril can
also be broken if a creature takes an action and Reactions
succeeds on a DC 14 Strength check against it.
Splintered Form. Whenever the Root Horror takes
10 or more damage from a single attack, portions of
Limited Telepathy. The Root Horror can magically
its form fall to the ground to become a Twig Blight in
communicate simple ideas, emotions, and images
the nearest empty space adjacent to the Root
telepathically with the creature who summoned it, if
Horror.
they are within 100 feet of one another.

74 | E n c o u n t e r s on the Savage Seas II


The Skull of Osseous Vex If the adventurers investigate the skull and find
By Oliver Clegg a way to free Osseous Vex from his
Map: Dyson Logos predicament, the seas calm and the crisis is
abated. Characters who achieve this can expect
Estimated run-time: 90 to 120 minutes a full reimbursement of their expenses from
their employer, as well as whatever fee they
The Skull of Osseous Vex is a short lair manage to negotiate.
adventure designed for five characters of 10th
level. Lure
Any creature within 30 feet of an entrance to
Background the Skull and able to see it must make a DC 15
Magic can be unpredictable. This was clearer to Wisdom saving throw. On a failed save, the
no one more than it became to the storm giant creature feels an intense urge to use its
Osseous Vex when he cast an enlarge spell on movement on each of its turns to enter the lair
himself, hoping to achieve some long-forgotten and to move toward the morkoth’s location (the
feat of strength. Alas, the spell went awry and target doesn’t realize it’s heading toward a
succeeded only in vastly engorging his own creature). The target moves toward the
head, the weight of which ripped it from the morkoth by the most direct route. As soon as it
giant’s neck and tumbled it off a cliff into the can see the morkoth, the target can repeat the
sea. saving throw, ending the effect on itself on a
success. It can also repeat the saving throw at
The gigantic skull rolled a considerable the end of each of its turns and every time it
distance and lay on the seafloor for some time, takes damage.
until fishes had picked away the flesh from the
bones. In time, a morkoth (VGtM; CR 11, p 178) General Features
from the outer planes chanced across it, and Terrain. The Skull of Osseous Vex is underwater, and all
took up residence inside it. The spirit of the standard rules apply, aside from underwater visibility. The
giant, enraged by the intrusion, has raged water for 50 feet around the skull is breathable except
where noted otherwise.
against it ever since, turning the nearby sea into
Light. Unless otherwise noted, the skull is dimly lit
choppy, dangerous waters. In the confusion, the throughout by a faint luminescence.
sea witch Nanny Frogbatter has occupied the Sounds. A faint humming sound thrums around the
lower portion of the skull. skull, attracting schools of brightly colored fish. Listening
to it closely reveals a hidden melody that speaks of better
days.
The ghost of Osseous Vex hates the Morkoth. Pearlescent Walls. The morkoth has coated the walls of
The Morkoth hates the witch Nanny Frogbatter. the skull with a pearly wax in preparation for moving it
Nanny Frogbatter hates the ghost of Osseous through the planes. The wax has a peculiar property – 1lb
Vex. The situation is on a knife edge – enter our of it can be used as the material component for a plane
shift spell, regardless of the destination, though this
adventurers.
destroys the wax.
Ghostly Ambience. The spirit of Osseous Vex wails
Plot Hook constantly, causing the waters to churn and burble. The
waters inside the skull are difficult terrain.
The spirit of Osseous Vex has heightened Witching Hour. The dark magic of Nanny Frogbatter
localized storms in the area and causes frequent disturbs natural creatures, causing beasts of CR 1 or lower
shipwrecks. The adventurers are hired to inside the skull to go berserk and attack the nearest
creature until slain or subdued.
investigate the area below the water and find a
way to calm the supernaturally treacherous
seas.
75 | E n c o u n t e r s on the Savage Seas II
Approaching the Skull If the morkoth becomes aware of the
characters, it is delighted, bubbling and burbling
The skull lies at roughly 100 feet below the excitedly. It asks for their help in dispensing of
surface of the waves. As the party approaches the witch living in the jaw. If the situation turns
the skull, read or summarize: violent, it turns the water unbreathable and
flees deeper into the skull. It promises a choice
The water blurs, suddenly becoming not only reward from its hoard if the characters are
breathable, but transparent as the air above. successful. The morkoth does not have a name,
Ahead of you, until now masked by the roiling it finds the tradition a peculiar one.
waves, a gigantic skull lurks on the seabed. The If the characters approach the morkoth in a
sockets sing secret songs to your ears, tempting suitably friendly manner, it attempts to
you near. reciprocate this manner by touching them with
its noodle-like appendages.

Area 1 – The Left Eye


DM’s Note. The morkoth is an alien creature with
As the party approach Area 1 from the outside, little understanding of how to win over strangers to
read or summarize: its cause. Characterize it with frequent long periods
of prolonged eye contact, uncomfortable silences,
The left eye socket resonates with a grim and tentacled caresses.
certainty, and is coated internally in a pearly,
waxy substance. The water swirls here, Area 2 – The Right Eye
reflecting light from the surface in myriad As the party approach Area 2, read or
dazzling patterns. summarize:

The right eye socket emanates a tremulous wail


Morkothian Dreaming
The Morkoth makes his lair within the left eye that ripples the water around it with sad,
socket, plotting how best to rid himself of the melancholy gurgles. Inside, something vast and
troublesome witch who lives in the lower jaw of ethereal is flickering in and out of existence –
the skull. Nanny Frogbatter keeps sneaking likely the source of the caterwauling.
around the skull and stealing the pearly goo the
morkoth is using to colonize the skull, which is
Osseous Vex
frustrating its progress and (more to the point)
proving something of a bother. The ghost of Osseous Vex lingers inside his skull,
lamenting his poor fortune and sulking at the
When the adventurers arrive, the morkoth is mistreatment of his remains by the morkoth. If
deep in meditation. If the characters enter the the characters enter the eye socket, read:
left eye socket, read the following:
A ponderous, ghostly bulk is flitting about this
The entire inside of this chamber is covered in a chamber, which is half covered in a strange
pearl-like goo that, in some places, has pearlescent goop. The ghost is many times
hardened into a shell-like carapace. Floating in larger than the average human, and most
the midst of the chamber, a squid-like creature notably is missing a head. A plaintive wailing is
with seventeen eyes rests on the current, brows coming from the neck.
furrowed as if deep in thought.

76 | E n c o u n t e r s on the Savage Seas II


The headless spirit has the statistics of a storm Nanny’s Gigantic Jaw
giant (CR 13; MM, p 156), with the following The sea hag (CR 2; MM, P 179) Nanny
changes: Frogbatter took up residence inside the skull
• It has the etherealness feature of a shortly after the morkoth invaded the upper
ghost eye socket. She’s looking for a permanent lair
• It is permanently blinded, and cannot after a paladin rudely destroyed her last home,
speak and thinks this makes the perfect spot. She’s
• It has the undead creature type brought as much of her apparatus as she could
carry, and occasionally sneaks into the
Osseous Vex is angry at the morkoth’s morkoth’s room to steal some pearlescent goo.
attempt to commandeer his skull, and desires She dislikes the ghost of Osseous Vex
the characters to deal with the interplanar immensely, as the localized storms scare away
interloper. He doesn’t have any material the rare marine life she likes to use as spell
possessions to offer, and indeed is incapable of components.
doing more than making a plaintive whistling
sound through his throat. A speak with dead If the party enter Area 3, read the following:
spell or similar magic allows a character to
communicate with the ghost, revealing the The water swirls, and something rather ugly
source of his discontent. manifests from behind a rogue eddy. A
wizened, hunched old crone with blue skin and
The ghost of Osseous Vex is the cause of the
gills where her eyes should be unfolds herself
weather and current disturbances in the area.
The undead creature frequently displays fits of into something almost but not entirely quite
watery rage, shedding bubbles and surrounding unlike a human. “Ah, my precious fishies,” she
itself with tempestuous waves. croons. “Are you here to help old Nanny
Frogbatter with her problem?”
DM’s Note. Depending on the party composition
and their access to communication spells, they have Nanny Frogbatter is a wily and shrewd
a greater or lesser chance of successfully communing negotiator. She offers the characters her help in
with the spirit of Osseous Vex to find out what his disposing of the ghost of Osseous Vex, which
problem is. Consider roleplaying the beheaded ghost will in turn stop the seas raging above. She has
as a plaintive, sympathetic figure rather than simply
no real opinions about the morkoth, who she
another rampaging undead in order to get the most
out of this module.
sees as a necessary evil.

Nanny Frogbatter is a sea hag with access to


Area 3 – The Maw the following weird magic:
As the party approach Area 3, read or • She can pull a squid from her dress as
summarize: an action and squeeze it to release a
cloud of jet-black ink that functions as a
This huge cavern is bounded by bony arches maddening darkness spell, requiring no
and a vaulted palate. The entrance to the concentration.
cavern lies between a wall of huge teeth, one of • She can grab a nearby bone shard as an
action and crush it to cast a version of
which has been lost to time, neglect or theft.
bones of the earth that conjures spikes
The room has been turned into a rather ugly of bone instead of stone.
workshop, with benches, tables and occult
looking apparatus scattered all over the place.

77 | E n c o u n t e r s on the Savage Seas II


• She can use 1lb of pearlescent goo to Raging Waters
cast a legend lore spell by peering into Complex trap (Levels 11-16, deadly threat)
the opaline surface. Trigger. This trap occurs when the ghost of Osseous Vex is
released from its undead state and remains active for 1
minute.
DM’s Note. Nanny Frogbatter has little chance of Initiative. Raging Waters acts on initiative count 20, 10
standing up to a party of the assumed level in a fair and 0 each round.
fight. For this reason, it’s important she is presented Active Elements. Raging waters includes strong currents,
as a smooth-talking, nigh-Machiavellian diplomat. If churning waters and an opportunistic shark.
attacked, she uses her magic to cover her escape if Strong Currents. Each creature within 100 feet of the skull
of Osseous Vex must succeed on a DC 15 Strength saving
possible at the first opportunity.
throw or move 30 feet in a random direction and have
their movement speed reduced to 0 until the end of their
Treasure next turn.
Churning Waters. Each creature within 100 feet of the
Nanny Frogbatter keeps an assortment of deep- skull of Osseous Vex must succeed on a DC 15 Constitution
sea flavored spell components and other bric-a- saving throw or take 10d6 bludgeoning damage from the
brac in her lair, including a pearl (100 gp), a pair crushing pressure. Creatures take half damage on a
of seashells bound by weeds, a crusty iron key, successful saving throw.
Opportunistic Shark. A rather hungry shark lunges for the
a rather ugly set of knucklebones inscribed with
character farthest from the skull, as long as that character
arcane sigils (25 gp), a recipe book containing is outside the skull itself, with a +9 to hit, and dealing 22
an array of methods with which to create (3d10) piercing damage.
potions of healing (most of them involve Dynamic Elements. The shark gets hungrier as time goes
dolphin spleen) and seventeen different kinds on.
Opportunistic Shark. The shark enters a blood frenzy,
of mummified starfish (purpose unknown). gaining 1d10 damage each round.
Constant Elements. The environment affects all creatures
Development caught in the trap.
As you might guess, disturbing the delicate Strong Currents. Any creature that ends its turn in the
Strong Currents is pushed 20 feet down towards the sea
equilibrium of the skull might have drastic floor.
consequences for the local ecosystem. Churning Waters. Any creature that ends its turn in the
Churning Waters takes 1d6 bludgeoning damage.
We Kill the Ghost Countermeasures. Each of the trap’s active elements can
Killing the ghost of Osseous Vex might seem the be thwarted by countermeasures.
Strong Currents. A creature with a swimming speed is
quickest way to solve the party’s problems. If
unaffected by this element, but instead treats the area as
the ghost is dispatched, read or summarize the difficult terrain.
following: Churning Waters. Any spell that can move wind or water
can grant creatures within its area of effect advantage on
their saving throws against this effect for the duration, and
The ghostly torso makes one last plaintive affected creatures take no damage on a successful save.
whistle as its ectoplasmic body waves and Opportunistic Shark. The shark has AC13 and 126 hit
flicker in the throes of final death. The seas points. Killing the shark ends its threat.

around the skull begin to churn faster and more


violently, water surging down into the skull. We Kill the Witch
Killing the sea hag is unfortunate for the witch,
but really only convinces the morkoth to turn its
attention to the ghost of Osseous Vex. The
hag’s treasures are coveted by the morkoth,
who demands them rather rudely.

78 | E n c o u n t e r s on the Savage Seas II


We Kill the Morkoth
Killing the Morkoth allows the ghost of Osseous
Vex to find rest…but only after the adventurers
dispose of the witch. Osseous is fairly
unreasonable about this part. The death of the
Morkoth causes the water to become both
unbreathable and to return to its normal
reduced visibility after 1 minute, requiring the
adventurers to find ways to mitigate both
problems if they wish to return to the skull and
deal with the witch or ghost.

After the Storm


If the characters survive the maelstrom caused
by Osseous Vex’s departure, they might well
reach the surface to find that the seas have
quietened, and the storms abated. If the
morkoth survived, it completes colonizing the
skull in a matter of days, and vanishes with the
cranial tomb to enjoy a long anticipated
extraplanar sojourn. If Nanny Frogbatter
survives, she does her best to foil the morkoth,
and in the absence of the tentacled menace she
sets up in the skull in perpetuity (which, of
course, only causes yet more disturbances as
evil wildlife congregates on the skull with
screeching joy). It remains up to you to decide
whether the adventurers get paid for
exchanging one evil for another.

79 | E n c o u n t e r s on the Savage Seas II


80 | E n c o u n t e r s on the Savage Seas II
81 | E n c o u n t e r s on the Savage Seas II
Soaring Huntsman The Soaring Huntsman’s Lair
By Anne Gregersen The lair of The Soaring Huntsman is found in
Art: Petar Penev shallow waters with rocks and broken ships
resting close to the water’s surface. Traveling in
these waters is dangerous for any vessel, as is
If a ship’s captain has been particularly vile and
evident by the shipwrecks piercing the water’s
cruel, facets of their personality might remain in
surface. These ships are all splintered and
the material realm once the captain passes onto
broken, made victims to the Huntsman’s deadly
the next world. In these cases, the rage and
ambush.
hatred with which the captain ran his ship will
be embedded within the vessel itself, creating a
The Soaring Huntsman encountered in its lair
husk of what was once a traveller of the seas,
has a challenge rating of 15 (13,000 XP).
now intent on nothing else than destroying any
ships it may encounter.
Lair Actions
Legendary Sightings. Many claim to have seen On initiative count 20 (losing initiative ties), the
the Soaring Huntsman while traveling the Huntsman takes a lair action to cause one of the
oceans, specifically near reefs or other locations following effects:
where maneuvering a ship is slow and delicate.
Sailors describe a crumbled wreck floating • The Huntsman spawns 1d4+1 specters
across the waves surrounded by a light mist. (CR 1; MM, p. 279) within 5 feet of it.
Some say that it was just a dark shape in the The specters roll their own initiative
night, one that they noticed but which quickly and act on their own turn.
vanished, while others claimed to have been
• A large wave crests over the battlefield,
attacked by the vessel, only barely escaping the
encounter with their lives. knocking into the fighting adventurers.
Each creature in an area chosen by the
Huntsman must make a DC 15 Dexterity
Night Hunters. The Soaring Huntsman has no
saving throw. A creature takes 4d8
want or need other than destruction. Targeting
bludgeoning damage and is knocked
ships sailing the oceans at night, it lies beneath
prone on a failed save. On a success,
the waves, waiting for the opportune moment
the creature takes half damage and
to strike at an oncoming ship or boat. It will try
isn’t knocked prone. The area the
to wreck the ship in question by slamming into
Huntsman targets can be up to 30 feet
its hull and by killing its crew. If the crew tries to
long, 10 feet wide, and 10 feet tall.
defend themselves, the spirits haunting the
Huntsman will be quick to deter their uprising. • A chill wind whirls up around the
The crew’s painful howls emitting from inside Huntsman. Each creature within 60 feet
the cursed vessel can spark fear into even the of the Huntsman must succeed on a DC
hardiest sailor, making them abandon ship and 15 Constitution saving throw or take 6
leave their vessel to be destroyed by the (2d6) cold damage and have their speed
Huntsman. halved until the end of their next turn.

82 | E n c o u n t e r s on the Savage Seas II


Soaring Huntsman Rope. Melee Weapon Attack: +11 to hit, reach 20 ft.,
one creature. Hit: 13 (2d6 + 6) bludgeoning damage,
Gargantuan construct, neutral evil and the creature is grappled (escape DC 15) if it is
size Medium or smaller. Until this grapple ends, the
Armor Class 15 (natural armor) creature is restrained. The Huntsman has five ropes,
Hit Points 248 (16d20 + 80) each of which can grapple one creature.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Speed 0 ft., swim 80 ft. one target. Hit: 19 (3d8+6) bludgeoning damage.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 2 (-5)
Howls of Agony. Each creature of the Huntsman’s
Saves Str +11, Con +10 choice that is within 60 feet of the Huntsman and
Skills Athletics +11 can hear it must succeed on a DC 16 Wisdom saving
throw or become frightened for 1 minute. A creature
Damage Resistances fire; bludgeoning, piercing,
can repeat the saving throw at the end of each of its
and slashing from nonmagical weapons that turns, ending the effect on itself on a success. If a
aren’t adamantine creature’s saving throw is successful or the effect
Damage Immunities poison, psychic ends for it, the creature is immune to the
Huntsman’s Howls of Agony for the next 24 hours.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned Wind in the Sails (Recharge 5-6). Each creature in a
Senses tremorsense 300 ft. (blind beyond this 60 ft. cone originating from the Huntsman must
radius), passive Perception 10 succeed on a DC 15 Dexterity saving throw or be
pushed back 60 feet and knocked prone. If a pushed
Languages none
target strikes an object, such as a wall or floor, the
Challenge 14 (11,500 XP) target takes 3 (1d6) bludgeoning damage for every
10 feet it was thrown. If the target is thrown at
Immutable Form. The Huntsman is immune to any another creature that creature must succeed on a
spell or spell effect that would alter its form. DC 15 Dexterity saving throw or take the same
damage and be knocked prone.
Magic Resistance. The Huntsman has advantage on
saving throws against spells and other magical Legendary Actions
effects. The Huntsman can take 3 legendary actions,
choosing from the options below. Only one
Ram. If the Huntsman moves at least 20 feet straight legendary action option can be used at a time and
toward a target and then hits it with a slam attack on only at the end of another creature’s turn. The
the same turn, the target takes an extra 9 (2d8) Huntsman regains spent legendary actions at the
bludgeoning damage. If the target is a creature, it start of its turn.
must succeed on a DC 15 Strength saving throw or
be pushed back 20 feet and knocked prone. Detect. The Huntsman makes a Wisdom (Perception)
check.
Legendary Resistances (3/Day). If the Huntsman
fails a saving throw, it can choose to succeed Rope Attack. The Huntsman makes a Rope attack.
instead.
Strangle (Costs 2 Actions). The Huntsman tightens
Actions its grip on the creatures that it is grappling. A
creature that is grappled by the Huntsman must
Multiattack. The Huntsman uses its Howls of Agony.
make a DC 15 Strength saving throw. On a failed
It then makes three attacks. If available, the
save, the creature takes 14 (4d6) bludgeoning
Huntsman can substitute one of the attacks with its
damage and begin suffocating. On a success, the
Wind in the Sails ability.
creature takes half as much damage on a successful
one and does not begin suffocating.

83 | E n c o u n t e r s on the Savage Seas II


The Stowaway The Setup
The encounter begins as a strange and sudden
By Casey Machado
calm befalls the vessel, bringing it to a stop. The
Artist: Purple Duck Games: Gary Dupuis
calming effect is caused by the Benthican Scout
Leader’s Circlet of Doldrums which can be
The Stowaway is a versatile encounter for a
activated once per day to remove any naturally
seagoing party with 5 characters between 3rd
occurring wind, waves, and weather within a
and 5th level. The encounter assumes the party
half mile radius of the circlet for one hour. The
is traveling aboard a seafaring vessel.
effect can be dispelled earlier by the caster or
by destroying the circlet itself.
Background To begin the encounter, read or summarize the
The Triton people who reside in the underwater following to the players:
city of Benthica are prideful warriors, living
largely in isolation from the world above. Most The wind abruptly quiets to an unexpected calm as
seafarers sail over their city unaware of its the sails flap, then slouch motionless. Like wrinkles
existence. The constancy of peril from a host of from a newly pressed tunic, the surrounding waves
subside leaving a placid stillness. The clouds
dangerous underwater creatures which lurk in
overhead appear mirrored on the water’s surface
the depths makes city safety and combat
with such clarity that it seems the ship has come to
readiness utmost priorities for the tritons. As
rest within the sky itself. The unexpected serenity is
such, the best trainers are coveted community interrupted by fast approaching blurred shapes just
members and assigned the ongoing burden of below the surface.
readying a continual supply of new warriors.
Arynan (CN Female Triton), an exceptional The approaching shapes are those of the scout
warrior and instructor, has grown weary of party sent by Benthica to return Arynan home,
conflict being the driving motivator in her life. by force if necessary. The party consists of five
As a result, she has abandoned her position and Benthican Scouts and one Scout Leader,
stowed herself away aboard the party’s vessel Khovos Lonorath (LG Male Triton). All
with the intent to pursue a life away from the Benthicans travel atop Giant Seahorse mounts
sea, focused on peaceful pursuits. The city (CR ½; MM, p 328).
officials, however, are not amused by the
potential danger that Arynan’s shirking of Khovos, the scout leader, uses the same stat
responsibility brings, and have set out to bring block as the scouts but with the following
her back home. modifications:

DM’s Note. Arynan has found a way aboard the • He is also equipped with the Circlet of
party’s vessel without their knowledge through use Doldrums and a Wind Fan (DMG 213).
of her ability to take the form of a sea bird. This will • He is proficient with the Wisdom
seem more believable if foreshadowed
(Insight) skill and has a +5 bonus to
inconsequentially.
rolls.

84 | E n c o u n t e r s on the Savage Seas II


Arynan also uses the Benthican Scout stat block, Arynan believes she is missing out on much of
but with the following modifications: the beauty life offers and argues that Benthica
• Her alignment is Chaotic Good will be fine without her. She insists all should be
• She is equipped with an Elemental Gem free to pursue lives of their own choosing but if
(Emerald) (DMG 213). pressed acknowledges her immense value to
• She is unarmed. their society. She is cautiously trusting of the
• Add the following feature: party in hopes that they will sympathize and
Vigilant: Gain a +5 bonus to initiative aide her escape.
rolls.
Roleplaying Khovos
With the ship motionless and surrounded,
Khovos is superficially apologetic for becalming
Khovos and two Benthican scouts climb aboard
and boarding the ship, however his concern for
the deck and request to search the vessel in
his mission vastly outweighs what he views as
hopes of finding a runaway who abandoned her
any trivial concerns the adventuring party may
post.
express. He seeks a quick resolution as every
moment spent arguing invites danger upon
A search of the vessel with a successful DC 10
Benthica.
Wisdom (Perception) check reveals Arynan
hidden among barrels and crates in the hold.
Khovos believes Benthicans to be superior to
Once found, Arynan comes to the main deck
outsiders and does little to hide that attitude.
and vocally pleads her case to any that will
He is dismissive of any offers to aid the city
listen.
itself claiming “Benthica has all the resources it
needs internally to ensure its safety… provided
The Debate its citizens honor their duties.”
With all characters on the vessel, both sides can
elaborate on their goals. Follow the rpleplaying His request appeals to the heroes’ sense of
notes below for each character to guide the honor and duty and is quick to categorize
discussion. Arynan’s actions as selfish and immature. He
promises that once Arynan is in custody, his
If discussions drag on, Khovos grows team will leave immediately. At which time the
impatient and presses the party for a decision, calm which has befallen the ship will cease. If
threatening force if necessary. the party seems to lean in favor of Arynan, he
will also threaten, though idly, that they risk
Roleplaying Arynan making an enemy of the Benthican people. In
Despite being an adept combatant, Arynan reality their isolationist ways would never
speaks emotionally and refuses to fight even if pursue such a matter.
attacked claiming: “That chapter of my life is
now over. To begin anew, I must not rely on the
ease of violent solutions.”

85 | E n c o u n t e r s on the Savage Seas II


DMs Note. It is likely certain party members will advantage if they appeal to her
be more sympathetic to one side or the other, both sensibility that her service enables her
Arynan and Khovos should pick up on this and try to people to pursue lives of their choosing.
rally those player characters to their side. This can On a success, Arynan declares her
be a great opportunity for individual roleplay realization that it is her role to protect
moments.
and encourage the freedoms of her
people just as she wanted for herself
The Decision and willingly returns to Benthica
• On a failure, Arynan seizes her first
Once both Arynan and Khovos reveal their
opportunity to attempt to flee the ship.
intents, the adventuring party will be faced with
She immediately uses her Emerald
a decision of whom to support each with their
(Water) Elemental Gem worn as part of
own consequences and possible rewards. a necklace to summon a water
Outlined below are the three most likely elemental to cover her escape. The
outcomes: Benthicans pursue her immediately,
leaving the party to handle the
The party chooses to aide Arynan: elemental. Khovos remains long enough
• If the party sides with Arynan, they to thank them for their honorable
must convince Khovos that the service and gives them a Wind Fan to
Benthicans will be safe even without offset any lost time they may have
her. This can be done with a DC 15 experienced.
Charisma (Persuasion) skill check. The
check is made with advantage if they The party decides to let both sides sort it out
appeal to his sense of superiority for his themselves:
people. On a success, Khovos • If the party decides to remain neutral,
begrudgingly accepts and returns with Arynan releases her elemental and
his group to Benthica. attempts to flee. The Benthicans, angry
• On a failure, the Benthicans attempt to about the party’s lack of cooperation,
take Arynan back by force and attack only send two scouts to pursue Arynan
the party. If the party successfully while the rest attack the party and
defeats the Benthicans, the stowaway elemental if needed.
disembarks when next the ship makes
landfall to begin her new life. She
DMs Note. Don’t hesitate to reward exceptional
effusively expresses her gratitude and
roleplay or creativity by reducing the Charisma
repays the party by giving them an (Persuasion) DC, substituting another more relevant
Emerald elemental gem (DMG 167). skill, or waiving the check entirely if it seems
appropriate.
The party sides with the Benthicans to turn
over Arynan:
• If the party sides with the Benthicans,
they can attempt to convince Arynan
she needs to return. This can be done
with a DC 15 Charisma (Persuasion)
skill check. The check is made with

86 | E n c o u n t e r s on the Savage Seas II


Benthican Scout
Medium humanoid (triton), lawful good

Armor Class 14 (hide armor)


Hit Points 49 (9d8 + 9)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) 10 (+0) 14 (+2) 11 (+0)
Skills Nature +4, Perception +6, Survival +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages – Common, Primordial
Challenge 3 (700 XP)

Amphibious: The scout can breathe air and water

Innate Spellcasting. The Benthican scout’s innate


spellcasting ability is Wisdom (spell save DC 13). The
scout can innately cast the following spells, requiring
no material components:

At will: shape water


1/day: fog cloud, gust of wind, wall of water

Actions
Multiattack. The scout makes two attacks with its
trident or dagger, or makes a Retrieving Net attack.

Retrieving Net. Ranged Weapon Attack: +6 to hit,


range 30/60 ft., one target. Hit: The target is
restrained within the net and must succeed on a DC
13 Strength check or be pulled 15 ft towards the
scout. The target or adjacent creature may use their
action to remove the net, freeing the target.

Trident. Melee or Ranged Weapon Attack: +6 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 6
(1d6+3) piercing damage, or 7 (1d8+3) piercing
damage if used with two hands to make a melee
attack.

Dagger. Melee or Ranged Weapon Attack: +6 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit: 5
(1d4+3) piercing damage.

87 | E n c o u n t e r s on the Savage Seas II


New Creatures
By Jeff C. Stevens
Artists: Lluis Abadias & Luiz Prado

Flying Razor Fish


Tiny beast, unaligned

Armor Class 13 (natural armor)


Hit Points 5 (2d4)
Speed fly 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
Swarm of Flying Razor Fish
2 (-4) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 7 (-2) Medium swarm of Tiny beasts, unaligned
Skills Stealth +4
Condition Immunities charmed, frightened, Armor Class 13 (natural armor)
paralyzed Hit Points 36 (8d8)
Senses darkvision 30 ft., passive Perception 9 Speed fly 30 ft., swim 30 ft.
Languages - STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 11 (+0) 2 (-4) 12 (+1) 7 (-2)
Challenge 1 (200 XP)
Damage Resistances bludgeoning, piercing, and
Flyby. The razor fish doesn't provoke opportunity slashing from nonmagical attacks.
attacks when it flies out of an enemy's reach. Condition Immunities Charmed, Frightened,
Water Breathing. The razor fish can breathe only Grappled, Paralyzed, Petrified, Prone, Restrained,
Stunned
underwater.
Senses darkvision 30 ft., passive Perception 9
Actions Languages -
Challenge 1 (200 XP)
Wings. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage.
Flyby. The swarm doesn't provoke opportunity
Razor Fish are small fish roughly 9 inches in length. attacks when it flies out of an enemy's reach.
Their pectoral fins are long, about half the length of
the fish’s body. These fish can leap out of the water, Swarm. The swarm can occupy another creature's
extend their pectoral fins, and sail in the air for 45 space and vice versa, and the swarm can move
feet. through any opening large enough for a single razor
fish. The swarm can't regain hit points or gain
The pectoral and dorsal fins are also very sharp, like temporary hit points.
the finely-honed edge of a rogue’s dagger.
Water Breathing. The swarm can breathe only
The fish typically travel in swarms but are often
encountered alone, having been trapped in a very underwater.
sturdy net or caught on someone’s fishing line.
Actions
Safely handling the fish requires a character to make Wings. Melee Weapon Attack: +6 to hit, reach 0 ft.,
a DC 15 Dexterity check. On a success, the character one target. Hit: 7 (2d6) slashing damage, or 3 (1d6)
places their hand safely around the fish, covering the
slashing damage if the swarm has half its hit points
dangerous fins. On a failure, the fish wiggles and the
handler suffers 1d6 slashing damage. or fewer.

88 | E n c o u n t e r s on the Savage Seas II


Hypno Fish
Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 15 (+3)
Skills Stealth +4
Condition Immunities charmed, frightened,
paralyzed
Senses blindsight 30 ft., passive Perception 9
Languages -
Challenge 8 (3,900 XP)

Blood Frenzy. The hypno fish has advantage on


melee attack rolls against any creature that doesn't
have all its hit points.

Hypnotic Charm: At night, the fish emits hypnotic


patterns of light from its body. Any creature viewing
the fish must make a DC 15 Wisdom saving throw.
On a failed save, the lights compel the creature to
approach, entering the water by any means possible.
A compelled creature must use its movement to
move closer to the fish. On a successful save, the
creature is immune to the hypnotic charm for 24
hours.
the water allowing their bodies to soak up the
The compelled creature may attempt a DC 15 radiant energy of the sun.
Wisdom save at the end of each of its turns. The
effect ends if the compelled creature takes damage. At night, they hunt. Their beautiful scales
sparkle as they release the stored radiant
Water Breathing. The hypno fish can breathe only
energy. In addition, they hunt in swarms,
attacking in unison and feeding in a frenzy once
underwater.
blood is in the water.
Actions
The colorful light emitted from their scales
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., acts as a lure to the creatures of the water.
one target. Hit: 1 piercing damage. Though, to creatures above the water, the light
is hypnotic, causing sailors and merchants to
By day, the Hypno Fish are harmless. Their flesh
leap from their ships into the beautiful swarm.
is very tasty, with a sweet, white meat. The
scales on the fish are extremely opalescent,
making them very beautiful when the sunlight
hits them. These fish travel in schools,
swimming just below the surface of

89 | E n c o u n t e r s on the Savage Seas II


Swarm of Hypno Fish Actions
Medium swarm of Tiny beasts, unaligned Bite. Melee Weapon Attack: +5 to hit, reach 0 ft.,
one creature in the swarm's space. Hit: 14 (4d6)
Armor Class 12 piercing damage, or 7 (2d6) piercing damage if the
Hit Points 28 (8d8 - 8) swarm has half of its hit points or fewer.
Speed 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 15 (+3)
Skills Stealth +4
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks
Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
stunned
Senses blindsight 30 ft., passive Perception 9
Languages -
Challenge 1 (200 XP)

Blood Frenzy. The hypno fish has advantage on


melee attack rolls against any creature that doesn't
have all its hit points.

Hypnotic Charm: At night, the fish emits hypnotic


patterns of light from its body. Any creature viewing
the fish must make a DC 15 Wisdom saving throw.
On a failed save, the lights compel the creature to
approach, entering the water by any means possible.
A compelled creature must use its movement to
move closer to the fish. On a successful save, the
creature is immune to the hypnotic charm for 24
hours.

The compelled creature may attempt a DC 15


Wisdom save at the end of each of its turns. The
effect ends if the compelled creature takes damage.

Swarm. The swarm can occupy another creature's


space and vice versa, and the swarm can move
through any opening large enough for a single hypno
fish. The swarm can't regain hit points or gain
temporary hit points.

Water Breathing. The swarm can breathe only


underwater.

90 | E n c o u n t e r s on the Savage Seas II


Huge Giant Angler Crab
Huge beast, unaligned

Armor Class 15 (natural armor)


Hit Points 161 (14d12 + 70)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 1 (-5) 9 (-1) 3 (-4)
Skills Stealth +4
Condition Immunities charmed, frightened,
paralyzed
Senses blindsight 30 ft., passive Perception 9
Languages -
Challenge 8 (3,900 XP)

Amphibious. The crab can breathe air and water.

False Appearance. While the crab remains


motionless, it is indistinguishable from the natural
seafloor.

Lures. Two prehensile stalks grow from the crab’s


head, which it can extend up to a length of 30 feet.
The crab can manipulate the ends of the stalks to
mimic other creatures (a drowning or flailing
humanoid, an injured seal, a paddling dog) to lure its
prey within striking distance. If a creature uses its
action to examine the lure it can determine that it is
fake with a successful DC 15 Intelligence
(Investigation) check. Otherwise, the creature
believes the lure is real.

Actions
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 27 (4d10 + 5) bludgeoning damage,
and the target is grappled (escape DC 14). The crab
has two claws, each of which can grapple only one
target.

91 | E n c o u n t e r s on the Savage Seas II


New Magic Items Eye of the Sea
Wondrous item, rare
By Jeff C. Stevens
Artist: Lotta Ignatius Crafted by sea elves as a talisman for their land-
walking allies, the eye of the sea has many beneficial
properties.
Teeth of the Deep
Wondrous item, very rare (requires attunement) This item has 8 charges. While wearing it, you can
use a bonus action to expend 1 of its charges to cast
Once per day you may activate this necklace by water breathing on one creature only. If you expend
uttering a command word, which you choose when 2 charges, the target also gains a swim speed equal
you attune to the item. to its walking speed. In addition, you can use your
action to expend 1 charge to cast the animal
Your head changes into that of a shark and you gain friendship spell on a beast with a swim speed.
the following abilities:
The eye regains 1d6 + 2 expended charges daily at
Darkvision. You gain darkvision 60 ft. dawn. If you expend the necklace’s last charge, roll a
Bite. As an action, you may make a bite attack. This d20. On a 1, the amulet dissolves into water and is
attack deals 1d8 damage and uses your Strength destroyed.
modifier.
Breathe Underwater. You gain the ability to breathe
underwater.
Keen Smell. You gain the keen smell trait.

The effect lasts until you finish a short or long rest.

Purification Bottle
Wondrous item, rare

A small, corked, blue glass potion bottle.

When uncorked and placed in water, the bottle fills


with up to 1 gallon of water. In addition, all foreign
substances are removed from the bottled water,
including poison, leaving you with drinkable water.

92 | E n c o u n t e r s on the Savage Seas II


Seafarer’s Whistle Boots of the Sea Devils
Wondrous item, rare Wondrous item, very rare (requires attunement)

A small brass whistle with a pearl inside. These boots are fashioned from the skin of sahuagin.

When blown above water, the whistle acts normally. While in water and attuned to these boots, you gain
When blown below water, the whistle summons a the following features.
random creature determined by a d8:
Swim Speed. You gain a swim speed of 40 ft. If you
1) One giant seahorse already have a swim speed of 40 ft. you gain +10 ft.
2) 1d4 reef sharks to your normal rate.
3) A swarm of quippers Breathe Underwater. You gain the ability to breathe
4) 2d4 octopuses underwater.
5) A giant crocodile Blood Frenzy. You have advantage on melee attack
6) 12 sea horses rolls made against any creature that doesn’t have all
7) 1d4 hunter sharks its hit points.
8) 1 killer whale
Curse. These boots are cursed. Attuning to them
The summoned creature appears in two rounds, curses you until you are targeted by the remove
swimming to its summoner. When it does, roll a d6. curse spell or similar magic. Removing the boots fails
On a result of 1-5, the creature is friendly and obeys to end the curse on you. Whenever you are engaged
the summoners verbal commands. On a result of 6, in combat, you lose control of your actions and
the creature is unfriendly and attacks its summoner. attack the nearest creature within 60 feet of you
that does not have all its hit points.
The summoned creature remains for 1 hour, after This effect lasts for one minute, after which time you
which time it swims away. may select your targets as you wish, but you cannot
recall the events that occurred during that minute.
The whistle may not be used again in this way until
you finish a long rest.

Rusty Old Shield


Armor (shield), rare

This round, metal shield is rusty, pitted, and has


several small, open holes. No matter how much time
is spent polishing the shield, or how much magic is
used, the shield always reverts to its rusty old
appearance within 1 hour.

While holding this shield, you have a +2 bonus to AC.


This bonus is in addition to the shield’s normal
bonus.

In addition, while holding the shield you may cast


the shield spell once. Once you use this feature, it
may not be used again until you finish a long rest.

93 | E n c o u n t e r s on the Savage Seas II


Shield of the Deep
Armor (shield), rare

The face of this blue, metal shield has the image of a


kraken with an open maw.

While holding this shield, and while submerged in


water, you are encircled by a magical atmosphere.
While encircled, you can breathe normally.

In addition, you may utter a command word to cause


the kraken’s maw to release a cone of water. Each
creature in a 60-foot cone must succeed on a DC 14
Dexterity saving throw. A creature takes 3d6
bludgeoning damage and is pushed 10-feet on a
failed save, or half as much damage and is not
pushed on a successful one.

Once you use this feature, it may not be used again


until you finish a long rest.

Fisherman’s Trident
Weapon (trident), uncommon (requires attunement)

While attuned to this magic weapon you gain the


following benefits:

Swim. You have a swim speed equal to your base


walking speed.
Breathe Underwater. You gain the ability to breathe
underwater.

Hunter’s Trident
Weapon (trident), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this weapon. In addition, the weapon
ignores resistance to piercing damage.

When you roll a 19 or 20 on your attack roll with this


magic weapon, the target takes an extra 5 piercing
damage.

94 | E n c o u n t e r s on the Savage Seas II


Umberlee’s Kiss
Weapon (trident), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls


made with this magic weapon. In addition, the
weapon ignores resistance to fire damage.

The weapon deals an extra 2d6 fire damage to any


target it hits.

Dead Men’s Revenge


Weapon (trident), very rare (requires attunement)

This magic weapon has 3 charges. While holding it,


you can use an action and expend 1 charge to
perform one of the following actions.

Each time you expend a charge, the trident deals 7


(2d6) necrotic damage to you. This damage cannot
be reduced in any way.

Finger of Death. The trident releases a 60-foot line


of black, crackling energy. Each creature in this line
must succeed on a DC 13 Constitution saving throw.
A creature suffers 10 (3d6) necrotic damage on a
failed save, or half as much damage on a successful
one.

Phantom Speed. You gain the effects of haste for I


minute.

Shockwave. You release a 60-foot radius shockwave


centered on you. Each creature in this radius must
succeed on a DC 13 Constitution saving throw or
become stunned for 1 minute. A creature can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success. Once used,
this property can’t be used again until you finish a
long rest.

Terror. You release a 30-foot cone of terror. Each


creature in this area must succeed on a DC 13
Wisdom saving throw or become frightened of you
for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on
itself on a success. Once used, this property can’t be
used again until you finish a long rest.

95 | E n c o u n t e r s on the Savage Seas II


96 | E n c o u n t e r s on the Savage Seas II

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