Landfaring
That Sinking Feeling - conclusion option one
To The Hills
If the party talks with the survivors, they can learn more details. The details are given in an order but you can freely mix the order as the party asks questions, though the DC of each bit of knowledge cannot be changed. First bit of knowledge learned with a Persuasion Check DC: 10. Kaia Isle was sinking towards the Sharkfeather Abyss. Second bit of knowledge learned with a Persuasion Check DC: 11. Sharkfeather Abyss is named after the Sharkfeather Clan of Sea Devils some of the locals of less-repute trade with. Third bit of knowledge learned with a Persuasion Check DC: 12. The Sharkfeather Clan and Jama-Kaia have always been at odds over the Annual Shark Hunting Tournament though it has not been so contentious as to stop the under the table trading between them. Fourth bit of knowledge learned with a Persuasion Check DC: 13. The clan has recently gained a new young matriarch named Zulychya. Fifth bit of knowledge learned with a Persuasion Check DC: 14. There are rumors that Zulychya became matriarch using a magic scepter. Sixth bit of knowledge learned with a Persuasion Check DC: 15. Finding a way to go beneath the waves and take away that scepter is most important or all land peoples are doomed!
Captain Four Hearts CR: 6
STR
11 +0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 +0
CHA
10 +0
ASSASSINATE: During her first turn, Captain Four Hearts has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores on such a creature is a critical hit. EVASION: If Captain Four Hearts had to make a DEX save for half-damage against some effect, she instead takes no damage. If she fails, she takes half-damage. SNEAK ATTACK: Once per turn, Captain Four Hearts deals an extra 14 (4d6) 4d6 damage when she hits a target with a weapon and has advantage on the attack. She can also sneak attack when the target is within 5ft. of one of her allies who is not incapacitated and Captain Four Hearts does not have disadvantage.
Actions
When unarmed, Captain Four Hearts has three claw attacks. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage. Captain Four Hearts has two cutlass attacks. CUTLASS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage. Captain Four Hearts has two hidden throwing knives she can throw instead of attacking with her cutlass. THROWING KNIFE. Ranged Weapon Attack: +6 to hit 1d20+6 , range 20/60 ft., one target. 3 (1d4+3) 1d4+3 piercing damage.
Legendary Actions
LEGENDARY ACTIONS 2 Actions per encounter. CLAW ATTACK: on another creature's turn, Captain Four Hearts can attack a creature that is within 5ft of her. Costs one Action. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage. MOVEMENT: on another creature's turn Captain Four Hearts can move up to 20 ft. Costs one Action.
Four Heart's Huntsman CR: 1/8
STR
11 +0
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.
She will further explain that 500gp will be their fair share for the scepter as she will endure the time it takes to find a buyer, arrange a meet, and risk treachery when getting paid while they will simply have the coins right away.
A shopkeeper with three fully loaded donkey carts of cargo offers to pay each hero 25gp if they will protect his carts and his family as he takes the overland trail to Swampshoal Point, a five day uneventful journey. If the players accept, they leave right away, ending this adventure. Two weeks later, the party will hear of the heroic deeds of Captain Four Hearts and her mighty huntsmen who saved everyone from the terrible sea devil witch. In places of ill-repute, rumors will spread of Captain Four Hearts trading the scepter for a mysterious price that some whisper was for more than wealth. FURTHER NOTE: You can insert another adventure of your choosing here instead.
Searching Jama
Roll percentile to see what the party discovers. 1d100 1-25 Find a small grocer shop. Find 25 meals. 26-50 FInd a house with an old man barricaded inside. Persuasion DC: 12 to convince him to come out and go to the caves. Find 3 Meals. 51-75 Find an empty inn with a broken open door. Inside is a war crab. 76-100 Find a bakery with a terrified baker and her daughter. Persuasion DC: 13 to convince the baker to open the door. The baker's daughter opens the door while the baker stands holding a loaded crossbow in shaky hands. Persuasion DC: 11 to convinve her to put down the weapon, where upon she drops it.Roll percentile 1d100 1-50 the crossbow hits the floor. 52-100 The crossbow hits the floor and the crossbow goes off, hitting a random hero. 1d8 piercing damage.They find 10 meals inside the bakery.
War Crab CR: 1/8
STR
13 +1
DEX
15 +2
CON
11 +0
INT
1 -5
WIS
9 -1
CHA
3 -4
AMPHIBIOUS: Can breathe both water and air.
Actions
CLAW. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled (escape DC: 11). Though it has two claws, a war crab can grapple only one target.
Suggested Environments
Saltwater locations
You spot movement out of the corner of your eye. Something is coming out of the water-- sea devils! Close behind them are two horrible creatures made of a dead human and crab mashed together.
Sea Devil, Sharkfeather Clan CR: 1/2
STR
13 +1
DEX
11 +0
CON
12 +1
INT
12 +1
WIS
13 +1
CHA
9 -1
BLOOD FRENZY: advantage on melee attacks against any creature not fully healed. LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again. SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy
Actions
MULTI_ATTACK: When unarmed will attack with two claw attacks. If in bright daylight/light, sea devil has disadvantage on all attacks. CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage. DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack. Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.
Suggested Environments
Saltwater locations
Scepter Zombie CR: 1/4
STR
13 +1
DEX
6 -2
CON
16 +3
INT
1 -5
WIS
3 -4
CHA
5 -3
UNDEAD FORTITUDE: If damage reduces the Scepter Monster to 0 hit points, it must make a CON SAVE DC: (5 + the damage taken unless the damage taken is RADIANT or from a CRITICAL HIT). On a success, the Scepter Monster drops to 1 hit point instead.
Actions
CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled as the Scepter Monster wraps its arms around the target and squeezes (Escape DC: 11). The Scepter Monster can grapple only one target at a time.
Four Heart's Huntsman CR: 1/8
STR
11 +0
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.
6 sea devils and 2 scepter zombies climb out of the sea. For parties more or less than 4, there should be 2+ the party number of sea devils and 1 scepter zombie for every three heroes in the party. Add huntsmen to fight with the party as needed. Soon as one of the scepter zombies is killed, any sea devils still alive run back into the sea, ending the attack.
Sea Devil, Sharkfeather Clan CR: 1/2
STR
13 +1
DEX
11 +0
CON
12 +1
INT
12 +1
WIS
13 +1
CHA
9 -1
BLOOD FRENZY: advantage on melee attacks against any creature not fully healed. LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again. SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy
Actions
MULTI_ATTACK: When unarmed will attack with two claw attacks. If in bright daylight/light, sea devil has disadvantage on all attacks. CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage. DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack. Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.
Suggested Environments
Saltwater locations
Scepter Zombie CR: 1/4
STR
13 +1
DEX
6 -2
CON
16 +3
INT
1 -5
WIS
3 -4
CHA
5 -3
UNDEAD FORTITUDE: If damage reduces the Scepter Monster to 0 hit points, it must make a CON SAVE DC: (5 + the damage taken unless the damage taken is RADIANT or from a CRITICAL HIT). On a success, the Scepter Monster drops to 1 hit point instead.
Actions
CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled as the Scepter Monster wraps its arms around the target and squeezes (Escape DC: 11). The Scepter Monster can grapple only one target at a time.
Four Heart's Huntsman CR: 1/8
STR
11 +0
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.
Getting the Gear
Gheni Pirate CR: 1/8
STR
12 +1
DEX
11 +0
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
When unarmed, a gheni pirate has two claw attacks. CLAW. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.
Four Heart's Huntsman CR: 1/8
STR
11 +0
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.
Captain Four Hearts CR: 6
STR
11 +0
DEX
16 +3
CON
14 +2
INT
13 +1
WIS
11 +0
CHA
10 +0
ASSASSINATE: During her first turn, Captain Four Hearts has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores on such a creature is a critical hit. EVASION: If Captain Four Hearts had to make a DEX save for half-damage against some effect, she instead takes no damage. If she fails, she takes half-damage. SNEAK ATTACK: Once per turn, Captain Four Hearts deals an extra 14 (4d6) 4d6 damage when she hits a target with a weapon and has advantage on the attack. She can also sneak attack when the target is within 5ft. of one of her allies who is not incapacitated and Captain Four Hearts does not have disadvantage.
Actions
When unarmed, Captain Four Hearts has three claw attacks. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage. Captain Four Hearts has two cutlass attacks. CUTLASS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 piercing damage. Captain Four Hearts has two hidden throwing knives she can throw instead of attacking with her cutlass. THROWING KNIFE. Ranged Weapon Attack: +6 to hit 1d20+6 , range 20/60 ft., one target. 3 (1d4+3) 1d4+3 piercing damage.
Legendary Actions
LEGENDARY ACTIONS 2 Actions per encounter. CLAW ATTACK: on another creature's turn, Captain Four Hearts can attack a creature that is within 5ft of her. Costs one Action. CLAWS. Melee Weapon Attack: +6 to hit 1d20+6 , reach 5ft., one target. Hit: 3 (1d4+3) 1d4+3 slashing damage. MOVEMENT: on another creature's turn Captain Four Hearts can move up to 20 ft. Costs one Action.
TO RUN THE FRAY IN THE BACKGROUND between Captain Four and her huntsmen vs the Gheni Pirates make two d20 rolls: one for the Four Hearts group, who get a +5 1d20+5 , and one for the Gheni Pirates group, who get a +3 1d20+3 . Highest total wins that round. If its the Four Hearts group, one of the 9 Gheni Pirates dies. If its the Gheni Priates group, one Four Hearts Hunstmen dies OR Captain FourHearts takes 11hp slashing damage. If all the attacking pirates die, the remaining Four Hearts Hunstmen and Captain Four Hearts join the party in protecting Hunro.
Roll percentile for missed attacks 1d100 1-25 The attack deals damage to a Four Hearts Huntsman. 25-75 The attack deals half-damage to a different Gheni pirate. 76-100 The attack deals damage to Captain Four Heart.
Pirate First Mate CR: 2
STR
15 +2
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 +0
CHA
14 +2
Actions
MULTIATTACK. The first mate makes two cutlass attack and a bonus cutlass attack. CUTLASS. Melee Weapon Attack: +5 to hit 1d20+5 , reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 slashing damage. CUTLASS BONUS ATTACK. Melee weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 6(1d6+3) 1d6+3 slashing damage.
Reactions
PARRY. The first mate adds 2 to their AC against one melee attack that the first mate must see coming while having a melee weapon in hand.
Sung to the tune of Hoist the Colours by Hans Zimmer, Terry Rossio, and Ted Elliot Captain Sings: Now some have died, and some are 'live, an' others sail the sea. The sea be ours and by her powers, where we will, we roam. Huntsmen Sing(Refrain): Yo ho, all hands hoist the colors high. Heave ho, hands to ropes, never shall we die. Captain Sings: The bell's been raised, hear its sepulchral tone? A call t' all, pay heed to th' squall, an' turn yourselves towards home. Huntsmen Sing the refrain. The captain and huntsmen sing the refain one last time together.
The Devils In The Deep Blue Sea
A huntsman comes and wakes the party. If asked about any surviving pirates, the huntsman tells them they reamin at Hunro's. No one will say anything more. (Any surviving pirates are now dead and tossed to the sharks during the night.) Once the party has eaten and prepared for the day, continue.TO RUN THE FRAY IN THE BACKGROUND between Captain Four and her huntsmen vs the Sea Devils and War Crabs make two d20 rolls: one for the Four Hearts group, who get a +5 1d20+5 , and one for the Sea Devil group, who get a +3 1d20+3 . Highest total wins that round. If its the Four Hearts group, one of the Sea Devils or War Crabs die. If its the Sea Devil group, one Four Hearts Hunstmen dies OR Captain FourHearts takes 11hp slashing damage. If Captain Four Hearts is reduced to half damage, or all her huntsmen die, another group of six huntsmen who had been searching Jama arrive and join the fight. Captain Four Hearts is the only one who MUST survive to complete the adventure.
Scepter Zombie CR: 1/4
STR
13 +1
DEX
6 -2
CON
16 +3
INT
1 -5
WIS
3 -4
CHA
5 -3
UNDEAD FORTITUDE: If damage reduces the Scepter Monster to 0 hit points, it must make a CON SAVE DC: (5 + the damage taken unless the damage taken is RADIANT or from a CRITICAL HIT). On a success, the Scepter Monster drops to 1 hit point instead.
Actions
CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled as the Scepter Monster wraps its arms around the target and squeezes (Escape DC: 11). The Scepter Monster can grapple only one target at a time.
Sea Devil, Sharkfeather Clan CR: 1/2
STR
13 +1
DEX
11 +0
CON
12 +1
INT
12 +1
WIS
13 +1
CHA
9 -1
BLOOD FRENZY: advantage on melee attacks against any creature not fully healed. LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again. SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy
Actions
MULTI_ATTACK: When unarmed will attack with two claw attacks. If in bright daylight/light, sea devil has disadvantage on all attacks. CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage. DOUBLE TRIDENT. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. Two-handed attack. Gains Bonus Melee Trident Attack when it kills an enemy: +1 to hit 1d20+1 , reach 5 ft. Hit: 4 (1d6+1) 1d6+1 piercing damage. Ranged Weapon Attack: +3 to hit 1d20+3 , range 20/60 ft., one target. Hit: 4 (1d6+1) 1d6+1 piercing damage. One-handed attack.
Suggested Environments
Saltwater locations
Zulychya CR: 2
STR
13 +1
DEX
11 +0
CON
12 +1
INT
12 +1
WIS
14 +2
CHA
13 +1
BLOOD FRENZY: advantage on melee attacks against any creature not fully healed. LIMITED AMPHIBIOUSNESS: can breathe water freely and breathe air for 4 hrs before having to breathe water again. SHARK TELEPATHY: magically command any shark within 120 feet by limited telepathy
Actions
MULTI_ATTACK: When unarmed will attack with two claw attacks. If in bright daylight/light, Zulychya has disadvantage on all attacks. CLAWS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 slashing damage.
Suggested Environments
Saltwater locations
Leaving Jama
She then tells them that the pirates had a ship hidden in a lagoon in Little Palm Bay. Captain Four Hearts explains that she intends to sail off on the ship and invites the party to come along to the next port she reaches. The Only Other OfferA shopkeeper with three fully loaded donkey carts of cargo offers to pay each hero 25gp if they will protect his carts and his family as he takes the overland trail to Swampshoal Point, a five day uneventful journey. If the players accept, they leave right away, ending this adventure. FURTHER NOTE; You can insert adventure of your choice here instead.
Here In Tangorray
Staying In Tangorray
The party could simply camp outside of town until its time for them to leave Tangorray. This would have them sleeping out in the weather and having to find their own food, but it costs nothing. Check the weather daily and nightly.Roll percentile to determine weather. 1d100 1-25 Clear skies with no breeze. The bugs are terrible. Heroes take 1 hp damage. 26-75 Clear skies with a warm breeze strong enough to keep the bugs at bay. 76-100 Stormy skies and it rains, making those out in it miserable. If at night, heroes get one exhaustion point unless they managed to put up a tent.
Everyday the heroes dont eat, they begin the next day with one exhaustion point that can be removed when they eat.FORAGING roll percentile 1d100 1-25 Find fruits and nuts no one recognizes. If a hero eats them, they are ill and lose one permanent HP for the next three days. 26-100 Find oranges, coconuts, and edible seaweed.HUNTING roll percentile 1d100 1-25 A war crab is wandering the beach. Its dangerous but good eating! 26-100 They catch enough fish for the party to have a meal.War Crab CR: 1/8
Medium beast, aquatic, unalignedArmor Class: 15Hit Points: 13hp (3d8) 3d8Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 0 ftSTR
13 +1
DEX
15 +2
CON
11 +0
INT
1 -5
WIS
9 -1
CHA
3 -4
Skills: STEALTH: +4 1d20+4Senses: BLINDSIGHT: 30 ft., passive Perception 9Challenge Rating: 1/8
AMPHIBIOUS: Can breathe both water and air.
Actions
CLAW. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 bludgeon damage and the target is grappled (escape DC: 11). Though it has two claws, a war crab can grapple only one target.
A stoutly built eight-legged crab with two strong pincers. Its colors are yellow above shading into bright orange beneath.Suggested Environments
Saltwater locations
Each hero MUST roll a percentile to see how their stay goes each evening.1d100 1-25 A fight breaks out in the taproom of the inn and the hero is forced to fight or be knocked on the head with a chair. If hit with a chair, they wake up the next day with a terrible headache and one exhaustion point. BRAWL RULES: The Hero chooses Acrobatics or Athletics. You can pick a player not involved in the brawl to roll for the brawler. Brawler has +3 1d20+3 . The one with the highest roll wins. The loser takes one hit. 5 hits loses the fight. If the hero loses, they are called a milksop for the rest of their stay in Tangorray or until they win another brawl.26-50 A very pretty/handsome barmaid/barman of the same species as the hero flirts with the hero. If hero tips them and is nice, the barmaid/barman will be amorous and the hero can spend the night with them. If the hero spends the night with them, the hero wakes up in the morning with all their money gone and the barmaid/barman long gone. (This can be averted only if the hero specifically mentions protecting their coins in some way.) 51-75 The hero has an enjoyable evening. 76-100 The hero wakes up itching everywhere from fleas in their bed. Lose 1 permanent HP for the next three days. (it cannot be healed as it mean 1 less total HP for the next three days, although a Lay on Hands of 5pts cures person of fleas)by Dazzlinkat
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