Ocean Encounters

by Pontifex

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Ocean Encounters











































Using this Module

The open oceans are an excellent means of travel between major cities or continents; but, they are not without their dangers. This module offers twenty ocean-themed encounters intended for characters between 6th and 10th level - each encounter is designed to be a self-contained miniature adventure, taking approximately 30 to 90 minutes of real world time to complete.

A game session can be comprised entirely of a handful of these encounters, or they can be used as random encounters to break up the events of a session. As lengthy travel by sea is often used to separate major story elements within a campaign, these encounters are not designed to be lethal - rather, they are designed to provide interesting challenges for the characters to overcome in between the central story elements of a campaign.

Encounter Frequency

The DM can adjust the encounter frequency by setting an Encounter DC. For each day of the journey, the DM should roll a d20 - if the Encounter DC is met or exceeded, an encounter occurs.

Alternatively, if an especially eventful journey is desired, an encounter can occur each day. As each encounter is likely to be separated by a long rest, successive encounters should pose no additional danger to the party.

The encounters can be used in any campaign setting, but are designed for the Forgotten Realms, around 15th Century DR. The party's ship is assumed to be roughly equivalent in size and statistics to a Keelboat from the Ghosts of Saltmarsh module, with a captain and crew whose identity is left to the Dungeon Master. Lower level characters may benefit from a captain or crew with some level of combat readiness, to aid in balancing the more difficult encounters. Higher level characters may be assumed to be the ship's primary line of defense. Two example NPCs are given on the following page.

Generally speaking, the more dangerous an encounter, the greater the potential treasure. In some encounters, it is stated the characters can lose or make up travel time - these are intended for use with longer journeys with pre-determined travel times, such as the 5-day, 300-mile trip from Waterdeep to Neverwinter. These travel time rewards and penalties can be ignored if they are not appropriate for the setting or the story.

Sea Encounters Table

If a random roll is desired to determine which encounter occurs on a given day, consult the Sea Encounters Table on the following page. With the exception of the unfortunate Thunderstorm Skill Challenge (1), and the rousing Party Boat (20), the encounters are arranged randomly. If multiple encounters are expected over the course of a single journey, the DM can have the players take turns rolling each day for the encounter.

Some of the encounters primarily offer riddles or social tests; others are combat oriented. If one type of challenge appeals more to the play style of the table, it is entirely appropriate to pick and choose from the list without rolling.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Captain & Crew

The following is an example of NPCs the party might work with aboard their vessel. In this case, the vessel is The Kraken's Folly, and it sails between Waterdeep and Neverwinter. It has a crew of 23, including the Captain and First Mate, below.

Captain Jyulina Vantika: Jyulina grew up in the dock neighborhoods of Neverwinter, enduring the trials that came with childhood in a rebuilding and, in some areas, still lawless city. Her strength and willingness to sacrifice herself for her friends led her to be recruited for a ship - the Sea Strider - whose captain was another half-orc named Captain Tusktooth. Tusktooth taught Jyulina everything she knows about leading a vessel, and when the time came for her to make her maiden voyage on her own vessel, she found herself with a surprise - a spellscarred exile, recently wounded from the Chasm, who needed treatment at their destination of Waterdeep. This individual was Soren Almedha, who over time earned the trust and thanks of the crew and became the ship's First Mate. Jyulina's alignment is lawful neutral, and her deepest values are loyalty and justice. She believes that firm leadership and stern, impartial justice are the best ways to run everything from a society to a ship - as such, she brooks no foolishness and runs a tight operation. She is partial to the leadership of Lord Neverember, for this reason, but recognizes the tension this causes between her and her first mate, Soren, due to his experiences with Neverember's leadership. Jyulina has the statistics of a Champion (VGtM pg. 212).

Soren Almedha: Soren acquired significant spellscars during the Spellplague approximately 100 years ago; as a result, due to Lord Neverember's Protector's Law, he was forced to either choose to leave the city for Helm's Hold, or hold the line against the monstrosities of the Chasm by manning Fort Precipice. Soren chose the latter, but after a grievous injury in a battle against a plaguechanged abomination, he was not allowed into the city for medical treatment due to the Law. He was, instead, dumped aboard a ship headed south towards Waterdeep - the Kraken's Folly, whose crew saved Soren's life and got him the treatment he needed. This experience radicalized Soren against Lord Neverember, and he joined the Sons of Alagondar not long after, but he has also remained aboard the Kraken's Folly to pay what he views as a life-debt to its crew. Soren's alignment is chaotic neutral, and he values freedom, fairness, and camaraderie above all. Soren believes that kingdoms and governments exist only to allow the powerful to trample upon the weak, and that the only fairness in this world is brought about in spite of, not because of, such institutions. He believes in the closeness of his bonds of friendship and personal loyalties, but never holds any trust in names, places, or groups. Soren has the statistics of Skeemo Weirdbottle (WD:DH pg. 200), but his advantage on saving throws against magic comes from his spellscars.

The encounters can be roughly divided into the following categories:

  • Combat: Floating Tree, Always a Bigger Fish, Pirate Attack, Siren Song, Ghost Ship Bait, Storm Giant Ritual, Sahuagin Ambush, and Everything's a Mimic.

  • Roleplaying: Kraken Sacrifice, Gambling Genie, Potential Pirate Rescue, Horror Show, and Party Boat.

  • Puzzles & Challenges: Thunderstorm Skill Challenge, Treasure Island, Fairy Playtime, and Airship Wreck.

  • Travel Days: Unexplained Phenomena, Floating Merchant Village, and It's a Beautiful Day.

Sea Encounters Table

d20 Encounter
1 Thunderstorm Skill Challenge
2 Floating Tree
3 Kraken Sacrifice
4 Always a Bigger Fish
5 Gambling Genie
6 Pirate Attack
7 Unexplained Phenomena
8 Treasure Island
9 Siren Song
10 Ghost Ship Bait
11 Potential Pirate Rescue
12 Floating Merchant Village
13 Storm Giant Ritual
14 Horror Show
15 Sahuagin Ambush
16 Fairy Playtime
17 It's a Beautiful Day
18 Everything's a Mimic
19 Airship Wreck
20 Party Boat

Thunderstorm Skill Challenge

The party awakens to a sky that is almost no brighter than when they went to rest. Above deck, winds howl and thrash against the sails, and the oarsmen have been reassigned to ensure everything is tied down and safe. The party’s assistance is needed to help the ship navigate the storm.

This is a skill challenge with a Base DC of 16, in which the party must accumulate successes before they rack up three failures. Example skills include: Athletics to help handle the rigging aboard the ship, Survival to assist with navigating to the least violent parts of the storm, or Arcana to cast spells to protect the ship. The players should select a

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

skill to use, and describe how their character uses it. The DM should consider adjusting the DC for that check according to how applicable the chosen skill is, and how creatively it is being used. Once a skill is used by a player, it cannot be used by that same player again.

It is possible for the party to get few enough successes that members of the crew, including the captain, can fall overboard. If the party accumulates fewer than 6 successes, 1d4-1 (minimum 1) crewmembers fall overboard; if the party accumulates fewer than 3 successes, one of those is the captain. The party can attempt to rescue someone who falls overboard - each lost crewmember adds a day to the journey, while losing the captain forces the ship to dock at the nearest port, ending the journey prematurely.

# of Successes Result
10+ Travel unchanged.
6+ Lose one day.
3+ Lose one day + a day for each crewmember lost.
0-2 Lose one day + a day for each crewmember lost, and possibility of journey ending if captain is lost.

Floating Tree

A few hours into the morning, the barrelman in the crow’s nest lets out a yell to alert the captain of unexpected land ahead. The captain, checking their charts, begins to shout back to the barrelman that he must be mistaken - there is no land around here - before the barrelman follows up with a confused declaration: “Wait…not land. It’s...a tree?”

A massive tree, with pink cherry-blossom leaves and light grey, almost white bark floats in the waves ahead. Its trunk is at least 30 feet across, with roots that protrude out into the water another 100 feet and fruit-bearing branches overhead. In the water are a variety of bobbing, spherical shapes: fruits, mostly reds and pinks, but about one in ten is a deep shade of purple. The red and pink fruits are about an inch or two across, while the purple fruits are closer to grapefruit sized.

If the boat comes within 60 feet of the root structure, the roots lash out with a life of their own and grapple the boat. The roots have an AC of 18 and a cumulative 80 hit points. They must be broken in order for the ship to escape. As the party attacks the roots, rabid apes begin to swing down from the treetops and attack the party.

Combat Encounter - Rabid Apes
Flying Apes Giant Flying Spider - DoTMM pg. 150 x1d4+1
Phasing Ape Phase Spider - MM pg. 334 x1
Giant Ape MM pg. 323 x1
Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The apes are re-skinned flying and phase spiders. Their poison comes from the magical fruit they consume from the tree - their attacks deal poison damage and inflict the poisoned condition as a result of the hallucinations a poisoned party member begins to suffer as the berry juice from the apes’ teeth enters their bloodstream.

The pink and red berries function as goodberries, and the party can retrieve dozens of them if they wish. The purple fruits are hallucinogenic - if consumed, the creature who consumes it must succeed on a CONSTITUTION SAVING THROW (DC 15) or be unable to sleep for 1d4-1 (minimum 1) nights, as they experience vivid hallucinations. A creature who succeeds experiences rapidly changing colors and distorted vision, but is fine after a night’s rest.

Kraken Sacrifice

Towards the middle of the afternoon, another ship appears on the horizon. It appears to be moving in the same direction as the party’s ship, but it is a larger cargo vessel and is moving a little more slowly. Over the course of the next hour, the party’s ship gets closer and closer...once the party’s ship is about a half mile away, they see a flurry of motion from the other ship, as massive tentacles erupt from the surface of the water and slowly begin winding their way around the hull of the faraway vessel. Over the next ten minutes, the ship is slowly dragged beneath the surface of the waves.

Another ten minutes later, the water to the port side of the ship gurgles and bubbles, and a kraken priest is lifted out of the water by a control water spell, floating equal to the level of the ship deck. It demands tribute from the party’s ship, else the ship will suffer the same fate as those it saw moments ago.

The reaction of the kraken and kraken priests depends on how much the party offers. Whatever the party offers, the ship captain matches. If the party does not offer enough, or angers the kraken priest, a skill challenge begins as the waters darken around the ship and tentacles emerge from the water, grabbing the boat and swinging at crewmembers - the Base DC is 18, and the party must accumulate 6 successes to get away. For each failure in this skill challenge, a crew member is taken overboard by the kraken’s tentacles.

  • 0-249gp: Kraken priest demands more, once, and leaves if the party refuses. A skill challenge begins 2d6 minutes later, in which fewer than 6 successes before 3 failures results in the destruction of the ship, and the party is washed ashore at a point on land equivalent to how far they’ve traveled.

  • 250-499gp: Kraken priest says this might be enough to satisfy its master; but the ship will suffer the consequences if it isn’t. Roll a d20 and add a modifier according to the cost of the tribute (250-299: +1; 300-349: +2; 350-399: +3; 400-449: +4; 450-499: +5) - on a 12 or above, the ship is fine. Otherwise, within 2d6 minutes, a skill challenge begins.

  • 500gp+: Kraken priest says their tribute is sufficient, and the ship is left alone.

If the party offers a magical item, this interests the kraken priest more than gold. Magical items count for 150% of their market value for the purposes of the tribute.

If the party attacks the kraken priest, 1d4 additional kraken priests immediately board the boat, and combat begins. Within 1d6+2 rounds, the kraken’s tentacles begin to wrap around the ship - the kraken joins the fight on initiative count 20, but only uses two tentacle attacks each round, devoting the rest of its efforts to destroying the ship. If the kraken priests are defeated, the kraken decides to cut its losses and leave the ship alone. The ship can attempt to flee at any time, beginning a skill challenge as in the 0-249gp range above.

Always a Bigger Fish

In the bright noonday sun, a pod of 2d12 dolphins begins to follow the boat, leaping through the glittering ocean surface and scattering saltwater across the deck. The crew is delighted at the display - at this point, the party member with the highest PASSIVE PERCEPTION (DC 12) notices that the pod of dolphins is slowly getting smaller. At this point, the entire ship notices blood beginning to spread in the water, and sees darker shapes beneath the water, larger than the dolphins. One dolphin flings itself out of the water, soaked in blood, with a hunter shark’s jaws wrapped around its body, before crashing back down below the surface.

The group of 1d6+1 hunter sharks begins to attack the dolphins, and one dolphin begins to be dragged below the water again by another shark - but just before it succumbs, an even larger shadow begins to appear beneath them, as a giant shark bursts through the surface of the water and swallows shark and dolphin whole.

The party can choose to attempt to save the dolphins by attacking the sharks. If they do, the hunter sharks attack anyone who enters the water, and the giant shark can use its action to leap up and make a bite attack against anyone standing on the side of the boat. Underwater combat rules apply to attacks made against the sharks when they are more than 5 feet underwater.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Combat Encounter - Sharks
Giant Shark MM pg. 328 x1
Hunter Shark MM pg. 330 x1d6+1

If the dolphins are all killed before the giant shark is killed, it pursues the boat, dealing damage to the hull before fleeing once it drops below 25% of its maximum hit points. If the party flees without attacking, the sharks do not pursue.

Gambling Genie

Around midday, the ship passes by a small island - no more than 50 feet across - whose trees seem to sway in a breeze that belies the otherwise calm day. As the party approaches, the wind forms into a stately figure, 15 feet tall, dressed in haughty, flowing robes and a dazzling captain's hat, with pale eyes and skin the color of violent, stormy waters. The figure sits at a wooden table, set with a few finely crafted but massive chairs. This creature is a marid, and it motions to the party, directing their attention to the chest of gold at its feet.

Whether the party chooses to stop or not, the waters around their boat begin to draw the craft to shore. They can sail away if they choose, but the marid calls out, offering to gamble, and places some gold on the table. The marid plays a dice game called 38s - the buy-in is 10gp, and participants roll a d20, a d12, and a d6 in order, keeping the results secret. After each roll, the participants have the opportunity to stay, raise the bet, or fold. The highest total wins, unless someone rolls a total below 10, in which case the lowest number wins. (e.g. - 32 beats 16, 2 beats 4, and 3 beats 38).

Despite its arrogant and blustery facade, the marid is trying to lose - once the captain of a magnificent vessel that journeyed across oceans and planes, the genie was cursed when it attempted to cheat at dice with an archmage, and was trapped in an astrolabe and stranded on this island.

The marid cannot speak of its plight to anyone, lest it be drawn back into the astrolabe for an entire year; it must only offer to gamble, and must willingly lose everything to be freed. Losing, however, does not come easily to the prideful marid. At times it may cheat to lose, which preserves its pride, and which the party can spot if they think to look. Or it may occasionally find a good roll too tempting to waste, and try to win against its better interest. The marid has 250 gp to bet, and when it loses that, it bets its planar astrolabe - a gorgeously crafted navigational tool worth 500 gp. If the party wins the astrolabe, the marid appears to fade away with the wind. A keen-eyed party member spots the marid's shape fly from the island, free again to explore and conquer the seas, as they depart.

Pirate Attack

A large, mysterious fog emerges unnaturally from the horizon, moving in the direction of the ship. The captain warns against an ambush, and the party can choose to help with pushing through, or with going around. If the party pushes through, a combat encounter begins.

If the party goes around, the fog gives chase. It moves more quickly than the party's boat, and slowly closes the distance. Without a target to aim at, spells or attacks launched into the fog automatically miss. Eventually, however, the silhouette of a sleek, fast-moving pirate ship becomes visible. At this point, a challenge begins. Use initiative order - the pirates' ship and the crew of the party's boat each act on their own initiative.

Over the course of this challenge, the party can attempt to attack the pirates' ship, causing it to stall or sink, or they can attempt to aid their own boat in fleeing. The pirates' ship is faster than the party's boat, so the pirates will spend their turns exclusively trying to stall or sink the party's boat.

The party’s boat has the statistics of a Keelboat - it has a hull with an AC of 15 and 100 hp, and sails and oars each with an AC of 12 and 100 hp total. If its sails and oars reach 0 hp, the party's boat is dead in the water and cannot move. If its hull reaches 0hp, it begins sinking. The party's boat has a ballista, manned by a member of the crew, which makes one attack against the pirate ship on the crew's turn. Any other members of the crew with appropriate combat abilities can also make an attack on the crew's turn.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The pirate's ship has a hull with an AC of 15 and 200 hp, and sails with an AC of 12 and 150 hp. It does not have oars. If its sails reach 0 hp, the pirate's ship is dead in the water and cannot move. If its hull reaches 0hp, it begins sinking. The pirate's ship has three ballista, which each make one attack against the party's boat on the pirate's initiative. The pirates will aim for the boat's sails and oars.

At the beginning of the challenge, the pirate ship is 90 feet away from the party's boat. The area around both vessels is lightly obscured by the fog. At the end of each round, the pirates' ship moves 30 feet closer to the party's boat, unless the party succeeds on a GROUP ABILITY CHECK - on their turn, each character can use their Action to make an ability check related to bolstering their boat's speed, or reducing the speed of the pirate's ship.

A player can choose any skill they believe applies to this challenge, similar to the Thunderstorm Skill Challenge. However, the combined DC for this challenge equals 15 x the number of characters in the party. At the end of each round, add together any checks made during that round - characters who used their Action to attack the pirates' ship do not contribute. On a success, the party's boat maintains its distance from the pirate ship. The party's boat cannot usually outrun the pirate's ship.

The challenge can end a few different ways. The challenge ends and a combat encounter begins if the pirates' ship catches up to the party's boat. After five rounds, if the pirates' ship has not caught up to the party's boat, they flee and the challenge ends. The challenge can also end if either vessel goes dead in the water, or sinks. If the party's boat goes dead in the water, the pirates immediately catch up and attack, and a combat encounter begins. If the pirates' ship goes dead in the water, the party's boat races away. If the pirates' ship sinks, the party can attempt to salvage some of the treasure, below, but must contend with the pirates who are walking on the surface of the water due to the mage's Water Walk spell.

Combat Encounter - Pirates
Warlock of Great Old One VGtM pg. 220 x1
Swashbuckler VGtM pg. 217 x1
Martial Arts Adept VGtM pg. 216 x1
Mage Kraken Priest - VGtM pg. 215 x1
Archer VGtM pg. 210 x1

In combat, the pirates will attempt to leap, teleport, or swing aboard the party’s boat, with the Warlock staying behind to captain the ship and sling spells from afar. If more than two pirates die, the rest try to retreat. The party can choose to pursue the pirates using the same rules as above. The party's boat cannot usually close the distance to the pirates' ship, but can maintain distance while the party fights. On the pirates' corpses and ship, the following treasure can be found:

  • Warlock: potion of greater healing, Keoghtom's Ointment, and 500 gp
  • Mage: Two finely crafted waterproof scrollcases each worth 200 gp, and a spell scroll of spider climb
  • Other pirates: 150 gp each
  • Below deck on pirate's ship: A small ivory carving of a gnome worth 175 gp, two sets of fine cutlery each worth 225 gp, dust of sneezing and choking, and 500 gp

At the end of the encounter, the party's boat has to spend a day making repairs if either the oars or sails were destroyed.

Unexplained Phenomena

The day goes by without incident, but as the party begins to retire to their rooms, they begin to hear noises above deck - shouts, not of alarm, but of wonder and awe.

If the party emerges above deck, they see swirling pink and blue auroras racing across the sky. Clouds overhead move too quickly, despite a lack of wind, rushing past in a blur of grey-ish lavender color. Behind the clouds, anyone who succeeds on a NATURE/SURVIVAL CHECK (DC 12) notices that the constellations are in the wrong place, and anyone with a high enough PASSIVE PERCEPTION (DC 13) notices the stars moving hazily behind the misty sky. The ocean water is glassy and smooth, a perfect reflection of the swirling colors above.

There is no explanation for this phenomenon, but it has rendered the ship unable to navigate by stars or compass - the party must come up with a way of maintaining their heading despite the display, or lose a day's travel.

Running Unexplained Phenomena

This encounter is designed to challenge the players to carefully consider their characters' abilities, and is recommended for tables that enjoy open ended problems. Rather than pre-determining one solution, the DM is encouraged to permit discussion and experimentation, and to choose the best plausible solution offered, if any.

Treasure Island

In the early morning, as the party takes their breakfast, they begin to hear shouts of alarm from above deck. Anyone who races upstairs sees rigging beginning to fly about wildly, and a few moments later the main sail comes crashing down, inflicting 3d6 bludgeoning damage to anyone above deck who fails a DEXTERITY SAVING THROW (DC 14).

The captain sighs and remarks that a newer crew member mistied some rigging, and that they will have to stop at the nearest island to lay out the sail, patch it, and get it re-tied.

Within the hour, a small island, no more than a half-mile across, comes into view. A few hundred feet from the shoreline are sparse grasses, and a handful of trees. One random party member is leaning against one of these trees and feels a knot give way against their arm - hidden inside this tree is a bottle, containing a note that reads as follows:

“Left seas the water on rock fishes second. West kraken floods tree waves one, northward seafoam trees splash four.” At the top of the note is a drawing of a fish being removed from water. If all words related to water and fish are removed, and the note is read backwards, it reads: "Four trees northward, one tree west. Second rock on the left."

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

If the party deciphers the note, it leads them to a small clearing deeper in the island, at the center of which is a small slope and a boulder. The boulder weighs over a ton, but if the party manages to move the boulder, it reveals a trapdoor with no handle, but with the following riddle: “Without me and within me, death is assured. But within you I am life most pure.” If the party splashes water on the trapdoor, a handle appears and the trapdoor can be opened. Treasure is inside: 453 gold pieces, a scroll of waterbreathing, and a pouch of 200 gp worth of an illicit drug called dreammist, which gives off hallucinogenic vapors when made into a tea.

Siren Song

The day’s travel takes the ship fairly close to the shoreline, and the captain spends a tense day navigating coral reefs that emerge from the water and threaten to run the ship aground.

Just as the ship seems to be past the worst of it, the ship rounds a bend and sees another ship laying wrecked along the shoreline a few hundred yards away. It seems like a recent crash, with bits of wood and cloth still floating out of the small bay where the ship went aground - and, the barrelman reports seeing that ship’s flag on the horizon earlier that day. The captain suggests checking for survivors.

If the party accompanies the first mate and four crew members who row ashore in a rowboat, they discover that the ship has been abandoned - there is no sign of survivors or dead bodies. A few minutes into investigating, the resonant song of a half-dozen sirens begins washing over the party, as the creatures begin to emerge from the water. Each siren has the Luring Song ability of a harpy. The party has to make a saving throw against each of the siren’s songs,

Combat Encounter - Sirens
Siren TftYP pg. 243 x6

or else fall prey to their charm. The sirens are smart enough to know which of their prey is dangerous and which are not - they will attempt to charm and make off with crewmembers before the party can reach them. If engaged in combat, they run away after taking more than one or two hits. Once the sirens are scattered or killed, the party can continue to search the wrecked boat for treasure. They find 171 gold pieces and a few days’ worth of salvageable supplies, which the captain will pay the party for by refunding half of their boarding fee.

Ghost Ship Bait

In the early morning hours, just before sunrise, the barrelman shouts a warning which rouses the ship to action even earlier than usual. As the bustle of activity begins to move above deck, the party sees a ghostly visage of another ship - the Daisy Buchanan, massive in size but translucent and faintly shimmering green - on the horizon a half a mile away in the direction of the ship’s travel. A beacon of green light shines from somewhere atop the boat’s deck.

The party can ask the captain to steer clear of the ship, which adds a day to the journey, or can risk going near. If the ship goes near, the ghostly vessel begins to pull alongside the party’s boat, and they can see ghostly crew members at their post, and a captain at the helm of an old-fashioned vessel that must have perished over a century ago.

In the center of the ghostly vessel's steering wheel is a shining green gem - a successful PERCEPTION CHECK (DC 16) alerts a character that the gem is translucent, and likely illusory. The gem cannot be pushed away or blocked by physical means, but magical means of force can keep it away.

The ghost ship slowly begins to get closer to the party’s ship, until the two begin to merge, the deck of the ghost ship overlapping with the deck of the regular ship, and the ghostly crew members - none of whom respond to or see the living crew members - walk around the deck of the regular ship. A few moments pass, and if the ghostly ship aligns with the regular ship, the shining gem disappears, and the swirling heads of a hydra burst out of the water and attack.

Combat Encounter - Hydra
Hydra MM pg. 190 x1

Potential Pirate Rescue

Around midday, the barrelman sights two ships on the horizon, moving in parallel. The smaller ship is closing quickly on the larger. Before long, the sounds of explosions and cracks of splintering wood echo across the water, as the smaller ship begins to slowly sink into the ocean. The larger vessel, having withstood the attack, promptly sails away.

The ship that is now sinking bears no flag, and is presumed to be a pirate’s vessel. About ten minutes later, the wreckage of the pirate ship comes into view, as do the survivors. There is a single, damaged lifeboat that manages to stay afloat, but most of the dozen or so survivors are clinging firmly to planks and crying for assistance. They offer payment and servitude in exchange for rescue.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

The captain of the party’s vessel alerts the party that stealing, even from a sinking vessel, would be considered an act of piracy against the survivors, as would killing them. However, the ship is under no obligation to take on extra hands, especially ones with such a seedy background. Normally they would move on without stopping, but with the competent adventurers on board who might be able to keep an eye on the pirates, they would consider saving those the party feels they can handle.

The party’s ship is not equipped with means of tying up or locking away multiple pirates. Even if it were, the pirates will need to be put to work catching and preparing the extra food they will consume. If the party devises a method of tying up or imprisoning the pirates, they will have to be responsible for providing their food for the remainder of the journey.

There are 11 regular pirates and 1 pirate captain. For each regular pirate the group takes in, they are rewarded with 1d6x10 gp. If they also take in the pirate captain, he offers a ring of waterbreathing.

If the party takes in any pirates, they make a collective PERSUASION/INTIMIDATION CHECK - average their results. Each remaining day in the journey, the pirates roll a d20 to see if they attempt a mutiny, attempting one if they roll at or above the party’s check. The pirates roll with advantage if the party left any pirates behind. The pirates cannot attempt a mutiny if they are bound or locked away by the party.

If the pirates attempt a mutiny, it occurs at night and they attempt to ambush the party first, attacking the party members in their sleep.

Combat Encounter - Pirates
Swashbuckler VGtM pg. 217 x6
Veteran MM pg. 350 x5
Captain Blackguard - VGtM pg. 211 x1

Floating Merchant Village

The boat passes by - and can stop at - a curiously colorful set of floating huts, connected by bridges that seem somehow anchored in place on the surface of the water. This is the surface outpost of a village of sea elves who live deep beneath the ocean. They sell goods to passing ships, and offer their wares to the party.

The party can purchase rations, potions of healing, most basic weapons and armor, and the following magical items:

Item Cost
Potions of Waterbreathing 500gp (Max 3)
Cap of Water Breathing 4,000gp (Max 1)
Ring of Water Walking 1,000gp (Max 1)
Finned Gauntlets (Ring of Swimming) 500gp (Max 1)
Captain's Flask 2,500gp (Max 1)
Captain's Flask

This flask is made of woven silver and stamped with a runic seal along its bottom edge. Once per day, any liquid can be added into the flask until it is filled to the brim. Once sealed and shaken, the liquid is purified and turned into a random alcoholic beverage. If lava or blood are added to the flask, it explodes similar to if it were full of alchemist fire and reforms after the explosion in the nearest pool of water.































Storm Giant Ritual

In the early dawn hours, four massive humanoid shapes can be seen half-submerged in the waters ahead. Their hands are joined, and they are all looking up at the sky with their eyes glowing. A successful NATURE CHECK (DC 16) clues a party member to the fact that these are storm giants.

Before a decision can be made about sailing by or going around, flashes and shapes move in the water around the storm giants, as a pair of marids and 2d4 water elementals begin assaulting the giants’ circle. The storm giants are engaged in a ritual that will offer clear skies and favorable winds to sailors - if any of the giants are knocked below half health, the ritual ends as the giants retreat.

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The party can attempt to fight off the marids while the storm giants complete their ritual. If the marids drop below two thirds of their maximum hit points, or if all of their water elementals are destroyed, they will retreat. In combat, the marids generally send the water elementals after the party’s ship, and attack the storm giants themselves.

If the party successfully defends the storm giants, the giants offer a boon of knowledge - the answer to one question of obscure arcana or other lore. The party also saves a day’s travel due to the clear weather ahead.

If the party fails to defend the storm giants, they have to engage in a storm skill challenge that evening.

Combat Encounter - Marids & Elementals
Marid MM pg. 146 x2
Water Elementals MM pg. 125 x2d4

Horror Show

The day passes without incident, but in the dead of night the party’s boat comes across another ship, seemingly stalled in the water during a pouring rainstorm. Shouts rouse crew members to prepare for a rescue, boarding, ambush, or some other incident. As the party approaches, they see a man on the deck of the ship, hands bloody, eyes red and bloodshot, face pale. He moves in a small circle - as the party nears it becomes clear that he is writing something on the ground. He reaches into a deep wound in his side, using his own blood for ink. His circle is the only portion of this deck not covered in gore and blood. If approached, he cannot say anything, but he begins breathing heavily and tears stream down his face. If pulled away from the circle, he screams in terror and fights back like a vicious animal (CR 0 - Commoner).

Moving below deck, the stairs take the party into a large common area with chairs, tables, and a dining area set for four with still-warm food and drink. A cookfire still burns over the nearby stove with a kettle for tea about to boil over. A half-consumed candle is on an end table, and the room is spotlessly clean.

Exiting the room leads to a long, well lit hallway - too long a hallway to fit on the ship. An individual is hurrying down the hallway in their direction: A well-dressed man in an old-fashioned overcoat, cloak, and nice trousers, with a well-groomed mustache and greased hair. He says: “Oh good, you’ve arrived! Come now, we must make haste or we’ll be late!” He attempts to shuffle the party down the hallway past a number of locked doors. If the party asks what happened here, he shrugs them off, saying: “Oh, there’ll be time for that later.” He grows increasingly anxious if they continue to ask, and if forced to talk he will begin to open his mouth with a look of worry when the lights flash. He disappears, and re-appears in the center of the hallway, nailed to the ceiling with his throat slashed and his lips sewn shut. The lights are now out. If the party goes with him, he takes them to the end of the hallway, urges them to go along, and the party sees a vision of this flash before the door closes in front of them.























Three of the bedrooms in this hallway appear to be empty - but there are signs of recent activity: They are well-lit, with candles on end tables and clothing laid out on the beds. It is as though their inhabitants simply vanished away in the midst of an otherwise ordinary day. The fourth room, however, is larger in the interior than appears possible from the outside. Inside this room is a lavishly decorated study, with a massive crackling fireplace. Huge oil paintings and mahogany bookshelves adorn the walls, except in the far corner of the room, which is partially flooded with seawater. If the party enters, they eventually notice that one random party member's shadow has grown longer and jagged, and reaches towards the one it is attached to with outstretched claws.

Combat Encounter - Hearth Demon
Hearth Demon See Appendix B x1

At the end of the hallway is a stairwell down to a storage space seemingly full of furniture. White sheets cover everything in the room, however, and a thick layer of dust coats everything. After the party takes a few steps into the room, a grandfather clock strikes loudly, devices begin to whir and tick around them, and a dozen different broken and atonal music boxes begin to chime all around the room. The party must succeed on a WISDOM SAVING THROW (DC 16) or be charmed and incapacitated, standing in place staring into the distance singing one of the songs.

Once the saving throws have been made, a small, pale child comes laughing out of the darkness, and “tags” one of the party members - preferably one who has failed the saving throw. He claims they are “it,” and rushes off.

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If nobody fails the saving throw, the party hears a childlike voice say “You’re no fun” just before the boy appears. When the party attempts to look for the boy after he has tagged one of them, he is gone. If they grab him before he disappears (ATHLETICS/ACROBATICS CHECK (DC 18)), a flash of lightning takes the room and he disappears from their grasp. Regardless, he re-appears after a moment, in the opposite direction of where the party is initially looking - one of the boy's eyes are pure black, the other pure white, and his mouth and lips are dripping with blood. “I tagged you. You’re it.” He says, before another crash of lightning and he vanishes.

At the end of this room is a darkened corner with a single door built into the wall, approximately 4’ wide and 3’ tall. Crawling through this door leads to an inexplicably long hallway (150 ft) lined with mirrors on either side and a low ceiling with candles dangling down from above. At first, the mirrors show the party as they walk through the hallway; after a moment, however, the figures within the mirror grin, moving of their own accord, take their weapons and impaling and stabbing themselves. The injuries they inflict appear on the mirror versions and the real versions of the party, causing appropriate damage for the party's equipped weapons.

The mirror seems impervious to all damage, and the only way to avoid the effect is to get to the other end of the hallway as quickly as possible.

At the other end of the hallway is a small 10-foot square room with no doors or windows, and a single wooden knife embedded in the plank flooring. When a character removes the knife from the floor, they notice that it slices through the wood like a hot knife through butter. They can use this knife to carve a hole in any of the walls, emerging back on the deck of the ship, rain pounding, with the blood and the man seemingly gone. When the party returns to their ship, nobody on the ship seems to have noticed anything amiss - they ask if nobody was on board, and do not remark on or recall the individual whom they may have seen earlier. To them, this appears like a regular empty ship.

Approximately 200 yards away from the abandoned, haunted ship, the party sees a lifeboat with a mess of a human corpse within - the body is mutilated from the waist down, a bloody mess where its legs would be. The captain and the crew of the party’s ship remark how curious it is to see an empty lifeboat so far away from the ship.

Cursed Wooden Knife

This knife cuts through wood like butter, and when used against a wooden wall appears to be capable of carving holes through the wall, allowing access to the space beyond. In reality, when used this way the knife is creating a portal through the wall. There is a 10% chance that, when used to create a portal to the other side of a wall, this knife opens a portal to the Far Realm instead, summoning an an Emissary of the Unutterable Delirium. (Appendix B)

Sahuagin Ambush

Over the course of the midday hour, the captain walks over to the first mate and has a visibly concerned conversation. Those aboard the ship begin to look around as they notice the ship's progress beginning to slow.

By the end of the hour, the boat is nearly motionless in the water - anyone who looks over the side can make a PERCEPTION CHECK (DC 12) to notice that the boat is enmeshed in thick strands of seaweed. At this, the captain sighs and begins drawing straws for which pair will go down in a rowboat to cut the ship free. This is a frustratingly slow task, so if the party members volunteer, it will go more quickly. The seaweed is a trap set by a squad of sahuagin attempting to ambush the ship.

  • If a party member volunteers to go on the rowboat, and does the cutting, they are attacked and surprised unless they have a sufficiently high PASSIVE PERCEPTION (DC 15) to avoid surprise.

  • If a party member volunteers to go on the rowboat but remains while a crew member does the cutting, the crew member disappears beneath the surface of the water and does not re-emerge for some time - the party member can make a PERCEPTION CHECK (DC 18) to notice the assault before it begins, as the sahuagin target that character first. The party member can attempt to rescue the crew member, who is injured and drowning, but alive.

  • If the party stays aboard the boat, both crew members on the rowboat are killed and the ambush begins - once combat is over, the party loses a day’s travel due to the loss of two crew members.

Combat Encounter - Sahuagin
Sahuagin MM pg. 263 x6
Sahuagin Priestess MM pg. 264 x2
Sahuagin Baron MM pg. 264 x1

The sahuagin wait for the party to enter the water to attack - the ship is stuck until somebody cuts it free, which is most easily accomplished by climbing down. The ordinary sahuagin carry no treasure; however, the priestesses each have a pearl bracelet worth 100gp, and the baron carries a trident of fish command which is a well-known trophy among sailors that could be sold at most ports for 500gp. The party's captain makes this offer when the journey is over.

If two or more crew members are lost, the ship loses a day’s travel.

Fairy Playtime

Towards the sunset hour, the ship passes by a man in a rowboat who is going in circles, far from the shoreline. Around him water sprays, lights shimmer, and small shapes dance around in the evening light. Water pixies have enchanted the man into a game that he cannot escape.

If the party attempts to pull the man away from his boat or the pixies, he continually tries to go back - he will not fight, but will jump overboard, try to turn a rowboat around, or do whatever is necessary to get back to the circle of pixies with nothing but a smile and a giggle.

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If the party attempts to attack the pixies, they spend a round or two attempting to ensorcel the party with illusion spells before disappearing into the water. They will follow the party’s ship for the remainder of the day, casting what they see as funny spells on unsuspecting sailors, causing them to throw things overboard, run away screaming from non-existent flames, or otherwise disrupt their work.

The pixies can ultimately be assuaged by being gifted something to occupy their attention. The captain of the ship says as much, and will attempt without success to drop a spyglass or other novelty into the water behind the boat. The pixies grow bored of the ship by the end of the day, but if they are not killed or assuaged, the ship loses a day’s travel.

It’s a Beautiful Day

The skies are clear and cloudless, and the water is calm and sparkling through to the horizon. A stream of colorful fish go by the deck around midday, and near sunset a family of whales crests just a few hundred yards from the boat. Shooting stars are visible in the clear skies until around midnight.

Everything’s a Mimic

A derelict ship on the horizon comes into view around sunset. As the party's boat approaches, the barrelman shouts “It’s changing course,” and the captain notes that their boat will pass right by, and to be alert. As they approach, the party sees the ship's surface is smeared with blood, gore, and bodies - two lifeboats remain unused and the ship appears unmanned despite its change of course. If the party chooses to board the ship and explore, they find a stairway that leads down to a large below-deck area. Bodies are scattered around a dining room table set with still-steaming food. A chandelier sits overhead, and bookshelves line one wall, though most of the books are scattered across the ground. This was clearly the site of a horrific trap or ambush, centered on a small hallway across the room that leads past doors with tattered beds inside, turned over on their sides, some of which have fallen into the hallway. A ladder sticks up from the floor at the end of the hallway, leading down into the hull, where a single treasure chest sits bolted to the ground.

The treasure chest is the only thing on this ship that isn’t a mimic. The two lifeboats, the dining room table, the food, the chandelier, the beds, the books, the ladder, and the ship itself are all mimics.

Prior to heading down the ladder to the hull area, everyone in the party must make a WISDOM SAVING THROW (DC 14) or be frightened of entering, as their primal instincts kick in, telling them that something is wrong.

If the party attempts to attack the treasure chest, it spills out its contents - 1,000gp, and an enormous diamond worth 1,000gp that can be spotted or found with a PERCEPTION/ INVESTIGATION CHECK (DC 14/10). Coins scatter across the room as the crumbling chest falls apart at the slightest attack. Once the party opens or attacks the chest, a brief, tense moment passes before the mimics launch their attack. They begin by using their adhesive ability to attach to anyone they are currently touching:

  • The ladder tumbles to the ground, slamming whoever it is attached to onto the ground, knocking them prone.

  • The books stick in the hands of whoever is holding them, making it impossible to hold a weapon or spellcast.

  • The beds in the hallway seemingly offer cover to anyone who sees the table mimic ahead, but are secretly waiting for someone to touch them or climb over them.

  • The table and chandelier mimics loom in the dining area, guarding the stairs to the top deck against all comers.

  • The food mimics fly around the lower room, and attack with advantage from the inside of anyone who consumed any food, until the party member regurgitates them.

  • The lifeboats above deck remain lifeless, hoping the party will attempt to board one of them, at which point they will attack.

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The ship itself also comes to life. It has the statistics of a gargantuan mimic, and its stomach acid begins to leak from the floorboards and the ceiling onto the players.

While anyone is below deck, on initiative count 20, they must succeed on a DEXTERITY SAVING THROW (DC 14), or suffer 17 (4d6+3) acid damage, or half that on a success.

Combat Encounter - Mimics
Ladder Mimic - MBOM x1
Books Tiny Mimic - MBOM x3
Fruits Fruit Mimic - MBOM x1
Fresh Food Pumpkin Mimic - MBOM x2
Beds Mimic - MBOM x3
Dining Table Large Mimic - MBOM x1
Lifeboats Large Mimic - MBOM x2

All statistics taken from Sam_Hain's The Mimic Book of Mimics, found here:

If the party begins to attack the ship mimic from the inside, it submerges, causing water to fill the boat within 5 rounds, each round the water reaching the party's ankles, knees, hips, shoulders, and head, respectively.

Once submerged, the acid damage ends but underwater rules apply - if the party gets to the top deck, the ship mimic employs its adhesive ability to attempt to lock them in place. The party can swim to the surface, having to travel 30 feet for each round the ship has been submerged. The ship mimic attacks as they leave, but does not pursue.

Airship Wreck

Characters standing on the deck of the ship begin to notice small bits of wood and metal floating in the water around the ship. A few minutes later, a larger wreck appears within a few hundred yards of the boat - not a shipwreck, but based on the amount of twisted metal and the odd designs, an airship wreck. A portion of its hull juts out of the water, clearly destroyed.

The wrecked airship left no discernible survivors, but there is plenty of scavenging to be had. The water in this area of the ocean is deep - if the players are able to find a way to survive below the surface of the ocean, they have an opportunity to come away with treasure.

The treasure sits in the wrecked, open portion of the hull at the bottom of the ocean, approximately 250 feet below the surface. The party can attempt to dive directly down to the bottom, if they can breathe, see, and survive the pressure, or they can try to climb partially down the inside of the hull to minimize their time beneath the water.

As the water gets deeper, the stress of being underwater increases:

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  • 0-99 feet: Characters can hold their breath for a number of minutes equal to 1 + their CON modifier, and can swim half their movement speed per round, unless they have a specific swim speed. Characters who swim for one hour must make a CONSTITUTION SAVING THROW (DC 10) or get a level of exhaustion.

  • 100-199 feet: Characters without darkvision cannot see beyond 30 feet. Characters who swim for 30 minutes must make a CONSTITUTION SAVING THROW (DC 12) or get a level of exhaustion.

  • 200+ ft: Characters without darkvision cannot see beyond 15 feet. Characters who swim for 15 minutes must make a CONSTITUTION SAVING THROW (DC 16) or get a level of exhaustion.

If they dive straight down, a member of the party only has to succeed on a PERCEPTION CHECK (DC 18) to find the opening in the hull to find the treasure area.

If the party takes the hull route, they avoid any of the depth penalties, as the cumulative depth within the hull is less than 100 ft at its bottom. There are a variety of ways to reach each new space, but examples are given below:

  • Characters can climb aboard the broken hull and make an INVESTIGATION CHECK (DC 18) to find the right panels to remove that lead to a hallway beyond, filled with water.

  • 0-30 feet: There is a 30 foot drop to the next ledge, along a faintly sloping wall, requiring an ACROBATICS CHECK (DC 15) to slide down without harm.

  • 30-60 feet: There is another drop of 30 feet to the next ledge, but a party member can make an ATHLETICS CHECK (DC 18) to pull a broken ramp back into place to a ledge on the other side of a 30 foot gap, where there is a ladder leading down a caved in portion of the hull that serves as another ledge.

  • 60-100 feet: Anyone who makes it this far is ankle deep in water, and can make a PERCEPTION CHECK (DC 16) to see a vent in the side of the hull only 10 feet or so below the water. This vent leads to a pocket of air another 30 feet down, with a door leading back into the hull - water rushes in once they open the door. Descending through the water instead of the vent requires an ACROBATICS CHECK (DC 15), or suffer 4d6 piercing damage from the jagged metal that fills the space

  • 100-200 ft: The area from the vent to the bottom of the hull is also full of jagged metal - it requires an ACROBATICS CHECK (DC 18) to avoid taking 4d6 piercing damage as the players move down. Another 100 feet and they reach the bottom, and a broken off trapdoor that exposes a 50 foot tall chamber below, with a number of magical items as well as a few unwanted visitors.

The treasure chamber itself is being plundered by two chuul, who attack the players on sight. Going down the hull provides the opportunity to surprise the chuul, whereas they will see anyone coming from the outside.

At the center of this large chamber is the broken heart of the airship. It is a giant gemstone, now shattered into pieces. Collectively, the pieces are worth about 1,500gp if sold to an interested magical buyer or historian. To an ordinary jeweler, they are worth only about 250gp.


Combat Encounter - Chuul
Chuul MM pg. 40 x2

Party Boat

The massive vessel of some rich nobleman passes by after sundown, and the rich folk on board find the party amusing and invite them to spend a portion of their evening aboard. Flashes of multi-colored lights, fire eaters, acrobats, and a whole host of entertainment dazzles the party and the crew.

Inside, the party can play any of the following tavern games:

  • 38s: See above for the rules. There are 1d6 other players (minimum 3) at the table. The buy-in is 50 gp, and the winner takes 80% of the pot.

  • Avandra's Favor: See the rules here. There is a 50 gp buy-in, and a winner doubles their money.

  • Lizard Racing: See the rules here. There is a 60 gp buy-in, a winning bet doubles the bettor's money, and a runner-up bet gets half the bettor's money back.

  • Mountains: This game of cards has its origin in heavily mountainous regions, but it has spread to be popular among many different peoples and societies. Before any cards are drawn, the players must pay a 25 gp buy-in. After the buy-in has been paid, the house draws two numbered cards (rolls 2d8) and shows the result to the players. The players can now bet money up to a maximum of triple the buy-in. After betting, they draw one card, represented by rolling 1d8. If the number on their die falls between the two numbers rolled by the house, the player wins the double of their total bet. If they fail, the house's cards are the same, or they have no numbers between them (e.g. - 4 and 5), the player loses.

If the party attempts to cheat at any of the games, they must succeed on a SLEIGHT OF HAND CHECK (DC 20) to achieve the desired result, or be kicked off of the party boat for the remainder of the evening.

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MAPS

Appendix A
















If your PDF viewer does not support URLs, you can find full-sized map downloads at:

imgur . com/images/user/Aethernum/posts
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Party's Ship (General Map)

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Floating Tree

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Kraken Sacrifice

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Always a Bigger Fish

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Pirate Attack

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Siren Song

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Storm Giant Ritual

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Horror Show

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Everything's a Mimic

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Airship Wreck

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MONSTERS

Appendix B






Emissary of the Unutterable Delirium

Large aberration, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 204 (24d10 + 72)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 11 (+0) 17 (+3) 22 (+6)

  • Saving Throws Str +8, Wis +7, Cha +10
  • Skills Intimidation +14, Perception +11
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., truesight 15 ft., passive Perception 20
  • Languages Deep Speech, telepathy 60 ft.
  • Challenge 12 (8,400 XP)

Eldritch Manifestation. The sight of the emissary alone drives most creatures to insanity. The first time a creature that is not an aberration starts its turn within 60 feet of the emissary and can see it, it must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and suffers a random condition for 1 minute. Roll a d6 for the condition: (1–2) blinded, (3–4) frightened, or (5–6) stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and suffers no condition.

Destructive Rending. As the emissary attacks with its tentacles, it rends restrained targets limb from limb. When the emissary hits an incapacitated or restrained creature for the second time in a turn, the target takes an extra 10 (3d6) bludgeoning damage.

Magic Resistance. The emissary has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The emissary makes three tentacle attacks, or one tentacle attack and uses its Shrieking Void.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The emissary can only grapple one creature at a time.




































Shrieking Void. The emissary shrieks at one creature it has grappled. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes 27 (5d10) psychic damage and is frightened until the end of the emissary's next turn. While frightened in this way, the creature is also paralyzed. On a successful save, the target suffers no damage or conditions, and is immune to the emissary's Shrieking Void for the next 24 hours.

Reactions

Pestilent Residuum. If the emissary takes 30 damage or more on a single turn, it can command its blood to form a poisonous mist around it. All creatures within 10 feet of the emissary must make a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also poisoned for the next minute. While poisoned this way, the creature can't regain hit points.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Hearth Demon

Medium fiend (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 156 (24d8 + 48)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 14 (+2) 10 (+0) 15 (+2) 20 (+5)

  • Saving Throws Wis +5, Cha +8
  • Damage Resistances fire
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities deafened, exhaustion, petrified, poisoned, prone
  • Senses blindsight 20 ft., passive Perception 15
  • Languages Abyssal
  • Challenge 8 (3,900 XP)

Incorporeal Movement. The hearth demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Linked to Flame. The hearth demon's essence is linked to the flame within its fireplace, and cannot willingly move outside of the light of its fireplace. Its fireplace sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. When the hearth demon's hit points drop below 2/3 of its maximum HP, these radii decrease to 15 feet; when the hearth demon's hit points drop below 1/3 of its maximum HP, these radii decrease to 5 feet. If the demon starts its turn outside of the light of its fireplace, it immediately uses its Usurp Shadow ability to return to within 5 feet of the fireplace.

As long as the hearth demon has more than 0 hit points, its flame cannot be extinguished by nonmagical means such as throwing water on the fire. Magical attempts to extinguish the fire, such as the control flames spell, deal 1d12 cold damage to the hearth demon per spell level (minimum 1d12).

Psychic Cacophony. The hearth demon bombards the psyche of its victims with visions of their worst fears and most desperate moments. A creature that begins its turn with its shadow replaced by the hearth demon must make a DC 16 Wisdom saving throw. On a failure, the creature is stunned until the beginning of its next turn.

Usurp Shadow. As a bonus action, the hearth demon can teleport to within 5 feet of a creature in the light of the demon's fireplace who casts a shadow, replacing their shadow as it does so. Alternatively, the hearth demon can use this ability to return to within 5 feet of the fireplace.

Actions

Multiattack. The hearth demon makes three claw attacks.


Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) psychic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Roaring Fireplace (2/day). The hearth demon compels its fireplace to roar with flame which explodes outward in a 15 ft cone. All creatures in this area must make a DC 16 Dexterity saving throw or suffer 24 (4d8 + 5) points of fire damage, or half that on a success.

Created by Jacob Pope | This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Many Thanks!

This booklet wouldn't be possible without the assistance of many others:

  • Emissary monster art by Daniel Aviles.

  • Hearth Demon monster art by SatynaPaper.

  • Sam_Hain, for the The Mimic Book of Mimics.

  • Jared Ondricek (/u/flamableconcrete), for the GM Binder watercolor patterns.

  • Matthew Mercer, for the Party Boat game rules.

  • Created in GM Binder. Maps created in Dungeondraft. Additional assets by: 2-Minute Tabletop, AoA, Benthic Botany, Crave Assets, Essendi, KoboldMapSmith, and WTFRhino.

Maps, monster designs, encounter designs, and booklet design by Jacob Pope. Please use with accreditation.

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