Landfaring

That Sinking Feeling - conclusion option one

 

To The Hills

 
Now that you are out of the water, other survivors lead you out of Jama and up into the hills where people are taking shelter in the Shroom Caves
.   Talking to Survivors
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!
  Once all questioning is done, continue.  
Outside the caves a band of huntsmen have their camp. Though they don't allow anyone into their tents, they do treat the wounded. They have taken up watch outside the caves. Going into the caves, you are shown to a place where you have room to rest together.
  This is time for a LONG REST.  
"Wake up, travellers!" The voice of one of the huntsmen calls out, waking you from your slumbers. He leads you out of the caves and to the hunting camp where another huntsmen is scooping out beans into bowls. A third huntsmen is handing out pieces of hardtack and wooden mugs of cool, unsugared tea. The sun is barely up but you can see daylight beginning to shine down upon Jama.
  Once the heroes have eaten and prepared themselves for the day, continue.  
Another Huntsman approachs you.   "Captain Four will see you now," he says. "This way."
  The huntsman leads all willing heroes to the finest tent in camp.  
The huntsman escort's you to the captain's tent where a gheni is hunched over a wide table. She is puzzling over a map pinned to the tabletop by a half-dozen knives. A claw gleams in the lantern light as she traces along the map with a finger. The gheni glances up at you with amber eyes and gives you a sharp-toothed smile that is both cheerful and unsettling.   "Ah, welcome," she purrs. "You are the daring ones from the bridge, yes?"
  Captain Four's Stats

Captain Four Hearts CR: 6

Medium humanoid, gheni, chaotic neutral
Armor Class: 13
Hit Points: 78hp (12d8+24) 12d8+24
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

11 +0

CHA

10 +0

Saving Throws: DEX +6 1d20+6 , INT +4 1d20+4
Skills: Acrobatics +6 1d20+6   Deception +3 1d20+3   Perception +3 1d20+3   Stealth +9 1d20+9  
Damage Resistances: poison
Senses: DARKVISION: 60 ft.   KEEN SENSES: advantage on Perception Checks within 30ft., passive Perception 13
Languages: Common, Gheni, Thieves-cant
Challenge Rating: 6

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.

Captain Four Hearts is a female leapard-patterned gheni. She has her many secrets, especially what her real name is as well as why she keeps away from other gheni as best she can. When she can't, she is particularily aware of all exits and motions of folks in her vicinity, especially if the other gheni are fellow pirates.   She is more relaxed and friendly towards humans whom she has more or less adopted as her people these days. Any other race she watches with suspicion though without the hyper awareness she has around other gheni.   If she could just make that one big score and present it to the right people, she believes it will bring a peaceable conclusion to her situation with her fellow gheni.
Four Hearts Huntsman

Four Heart's Huntsman CR: 1/8

Medium humanoid, human, any
Armor Class: 12
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in buckskins. Armed with a cutlass.
Captain Four askes them if they have heard the rumors about the sea devils ... and their scepter?   She offers to pay them 500gp once the scepter is recovered and in her clawed hands. If they agree she asks them to join her and her huntsmen in about an hour.   If she needs to be more convincing
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.
  The Only Other Offer
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.
  Once the party accepts Captain Four Hearts offer, continue.  

Searching Jama

 
"Today we shall head back into Jama to gathers supplies, help folks, and such. Join me tomorrow to help me solve our getting down into the deep problem, and we shall purge these sea devils from these good folks."
  Once the party heads down into Jama, continue.   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 Stats

War Crab CR: 1/8

Medium beast, aquatic, unaligned
Armor Class: 15
Hit Points: 13hp (3d8) 3d8
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 0 ft

STR

13 +1

DEX

15 +2

CON

11 +0

INT

1 -5

WIS

9 -1

CHA

3 -4

Skills: STEALTH: +4 1d20+4
Senses: BLINDSIGHT: 30 ft., passive Perception 9
Challenge 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

  Once the party has searched jama at least once, continue.  
You take a break from your searching to stand on the beach near whats left of the bridge that once led to Kaia Isle. Seagulls circle over the water. Where there had once stood an island, there in now only a murky sea marked with scraps of driftwood.
  Have the heroes roll Perception DC: 15. If They Succeed Read
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.
  The day is bright enough to give the sea devils disadvantage. Sea Devil Stats

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

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.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations

Scepter Zombie Stats

Scepter Zombie CR: 1/4

Medium undead, lawful neutral
Armor Class: 13
Hit Points: 22hp (3d8+9) 3d8+9
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 15 ft , climb: 0 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

3 -4

CHA

5 -3

Saving Throws: WIS +0 1d20
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: BLINDSIGHT: 30 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/4

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.

A terrible fusing of human and war crab parts
Four Hearts Huntsman Stats

Four Heart's Huntsman CR: 1/8

Medium humanoid, human, any
Armor Class: 12
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in buckskins. Armed with a cutlass.
  6 sea devils and 2 scepter zombies climb out of the water. 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.   There is time for a SHORT REST. Once the party is ready, continue.   There is time for one more search of Jama as the evening is approaching. Captain Four Hearts orders everyone to return to the safety of the caves, declaring darkness as the friend to sea devils, not proper folk. Anyone staying behind, will find themselves repeating the very same battle but without the sea devils being at disadvantage.   Repeating the Sea Devil Beach Attack
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 Stats

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

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.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations

Scepter Zombie Stats

Scepter Zombie CR: 1/4

Medium undead, lawful neutral
Armor Class: 13
Hit Points: 22hp (3d8+9) 3d8+9
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 15 ft , climb: 0 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

3 -4

CHA

5 -3

Saving Throws: WIS +0 1d20
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: BLINDSIGHT: 30 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/4

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.

A terrible fusing of human and war crab parts
Four Hearts Huntsman Stats

Four Heart's Huntsman CR: 1/8

Medium humanoid, human, any
Armor Class: 12
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in buckskins. Armed with a cutlass.
  When the party and the hunstmen return with their haul of meals, and perhaps some more survivors, its cause for celebration, and a simple party carries them through until they choose to have a LONG REST.  

Getting the Gear

 
Its early morning when a huntsman wakes you to be among the first to have breakfast.   "Cap'n's got stuff for us all to do today." the huntsman tells you. "Soon as your ready, come to the camp."
  Once the party has prepared spells and such for the day, continue.  
As you arrive at the huntsmen camp, you see Captain Four Hearts talking to a nervous young human with his left arm in a sling. When she sees you, she smiles that friendly smile that sends tingles down your spines.   "This brilliant young fellow is Hunro. He has been working on a fine project in hopes of getting himself a mastership in the Magesmith Guild," she tells you, patting the young man on a shoulder. "His wonderful project is still locked up in his smithy a couple miles up the coast from Jama at Little Palm Bay, which he and his family had to flee."   The young man flushed. "M-made them for pearl diving to be more profitable. Didn't think of them until you started asking."   "That's why I am a Captain," Captain Four Hearts said then cleared her throat. "Now, then. Let's get to it."   It takes an hour for you to reach the final bend in the cart track leading down a shallow hill to a yard. A sprawling cottage, a smithy workshop, a couple sheds, and a chicken coop make up the home of Hunro.   As you all walk into the yard, there is a yell.   "Yaaaargh!" Six gheni pirates charge out from behind the cottage.   "Ambush!" Captain Four Hearts yells. Her six huntsmen form a line to meet the attackers. As they do six more gheni pirates run out from behind the smithy. Three join their fellows but the other three circle to try and come in at the flank, aiming for Hunro.   "Protect Hunro!" Captain Four Hearts orders you and joins her huntsmen to fight the bigger group of pirates.
  6 Four Hearts Huntsmen and Captain Four Hearts face 9 Gheni pirates while 3 Gheni pirates run towards Hunro. There should be one less Gheni pirate than the number of heroes in the party. If more pirates are needed for a bigger party, then increase the number of pirates in the second group of pirates.   Gheni Pirate Stats

Gheni Pirate CR: 1/8

Medium humanoid, feline, any
Armor Class: 11
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

12 +1

DEX

11 +0

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: DARKVISION: 60 ft., passive Perception: 10   KEEN SENCES: advantage on Perception within 30 ft.
Languages: Common, Gheni
Challenge Rating: 1/8

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.

A cat-like humanoid covered in spots, stripes, or no markings. Armed with a cutlass.
Four Hearts Huntman

Four Heart's Huntsman CR: 1/8

Medium humanoid, human, any
Armor Class: 12
Hit Points: 11hp (2d8+1) 2d8+1
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Senses: passive Perception 10
Languages: Common
Challenge Rating: 1/8

Actions

CUTLASS. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 4 (1d6+1) 1d6+1 slashing damage.

Human dressed in buckskins. Armed with a cutlass.
Captain Four Hearts Stats

Captain Four Hearts CR: 6

Medium humanoid, gheni, chaotic neutral
Armor Class: 13
Hit Points: 78hp (12d8+24) 12d8+24
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 20 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

11 +0

CHA

10 +0

Saving Throws: DEX +6 1d20+6 , INT +4 1d20+4
Skills: Acrobatics +6 1d20+6   Deception +3 1d20+3   Perception +3 1d20+3   Stealth +9 1d20+9  
Damage Resistances: poison
Senses: DARKVISION: 60 ft.   KEEN SENSES: advantage on Perception Checks within 30ft., passive Perception 13
Languages: Common, Gheni, Thieves-cant
Challenge Rating: 6

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.

Captain Four Hearts is a female leapard-patterned gheni. She has her many secrets, especially what her real name is as well as why she keeps away from other gheni as best she can. When she can't, she is particularily aware of all exits and motions of folks in her vicinity, especially if the other gheni are fellow pirates.   She is more relaxed and friendly towards humans whom she has more or less adopted as her people these days. Any other race she watches with suspicion though without the hyper awareness she has around other gheni.   If she could just make that one big score and present it to the right people, she believes it will bring a peaceable conclusion to her situation with her fellow gheni.
  Background Battle
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.
  INITIAL ROUND: Have the players roll inititative for their heroes and all the Gheni Pirates running for Hunro share the initiative from a single roll +0 1d20 . Have the players arrange themselves to defend Hunro as the pirates are still running. Hunro can take 5 hits before he dies. A potion, spell, or three points of lay on hands heals one hit from him.   Just during this round, as the Gheni pirates are not yet in melee range with the party, all range attacks, weapon or spell, are at disadvantage and any attacks that miss by 5 or more points have a chance of hitting one of the Four Hearts Huntsmen or Captain Four Hearts. Attack Missed by 5 or more points
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.
  At the end of this round, the Pirate First Mate charges out from behind the smithy, stopping 10 ft. behind the Gheni Pirates running for Hunro and who are now within 10 ft. of the party after having moved their full sprint movement. Pirate First Mate Stats

Pirate First Mate CR: 2

Medium humanoid, human, lawful neutral
Armor Class: 13
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

15 +2

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

14 +2

Saving Throws: STR +4 1d20+4 , DEX +5 1d20+5 , WIS +2 1d20+2
Skills: Athletics +4 1d20+4   Deception +4 1d20+4
Senses: passive Perception 10
Languages: Common, Gheni
Challenge Rating: 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.

A human who is eager to prove he is ready to command his own pirate ship, even if he has to one day lead a mutiny to get one.
  FURTHER ROUNDS continue as normal combats with rolls for the background combat at the end of each round. The pirates surrender once the First Mate dies.   Once the combat is won, Captain Four Hearts orders any Pirate bodies dragged into the water for the crabs to eat. If any of her crew is dead, she orders a pyre built and they are laid out upon it. When a huntman lights the pyre, Captain Four Hearts leads the huntsmen in singing their last respects. A SAILOR'S GOOD-BYE
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.
  Once the song ends, Hunro gives the Captain the key to his smithy, or its taken from his body. Captain Four Hearts tells the party to escort Hunro back to the camp, if he's dead she sends them back to camp to tell her huntsmen she needs them. Tomorrow she will go for the scepter. Today, she has other business to see to.   Once the party returns to the caves, they can relax for the rest of the day and take a LONG REST.  

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.  
Captain Four Hearts greets you with her usual toothy smile before leading you and six more huntsmen down into Jama to the broken bridge. As she is about to hand out things from two bulky sacks, a huntsman yells.   "Devils come ashore!"   Turning to look, you see three sea devils are coming out of the water behind half a dozen war crabs.   Captain Four Hearts turns to you, pointing to the sacks.   "Get those on and get that scepter!" She yells. "We must defend Jama!"
  Background Battle
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.
  In the bulky sacks are the helmets that look to be buckets with window panes on the front and an otterskin neck piece that provides a watertight bottom when buckled into place. There is one helmet for each hero in the party. When worn, the helmet allows the hero to breath sweet air no matter the environment as a constant ability.   Once the party goes underwater, continue.   Diving down, heroes must roll Athletics DC:13 or get one exhaustion point. They go down 120 ft.  
Though deep, daylight still dimly reaches the bottom. What remains of Kaia Isle is wedged precariously at the edge of an underwater trench that must be Sharkfeather Abyss. The skeletal frameworks of the bungalows and buildings still mostly stand and the gruesome remains of dead villagers and beach goers float about.   Sea devils kneel on the floor of the sunken isle before another sea devil wearing a seaweed headress who is chanting in a gurgling language. She is flanked by more of the zombies as she raises her scepter. The bodies of a dead beach goer and a dead war crab near her suddenly twitch and swirl together in the water until bits of them fall back to the seafloor, leaving another terrible zombie standing by her, ready to obey.
  There are as many sea devils as heroes plus one kneeling before the matriarch. There is one scepter zombie for every three heroes in the party flanking the matriarch before she makes a new one.   The party gets one surprise round to start the combat.   The sea devils circle the matriarch and let the zombies do the fighting. When one scepter zombie dies, a sea devil swims away. The remaining sea devils will fight until the matriarch dies, after which they all flee.   Scepter Zombie Stats

Scepter Zombie CR: 1/4

Medium undead, lawful neutral
Armor Class: 13
Hit Points: 22hp (3d8+9) 3d8+9
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 15 ft , climb: 0 ft

STR

13 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

3 -4

CHA

5 -3

Saving Throws: WIS +0 1d20
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: BLINDSIGHT: 30 ft., passive Perception 8
Languages: Common
Challenge Rating: 1/4

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.

A terrible fusing of human and war crab parts
Sea Devil Stats

Sea Devil, Sharkfeather Clan CR: 1/2

Medium humanoid, aquatic, any chaotic
Armor Class: 12
Hit Points: 22hp 4d8+4
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

13 +1

CHA

9 -1

Skills: PERCEPTION: +5 1d20+5
Senses: DARKVISION: 120 ft.   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Common, Deviltongue
Challenge Rating: 1/2

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.

A blue-skinned, sea-weed wrapped man-like creature adapted to the dark depths of the oceans.

Suggested Environments

Saltwater locations

Zulychya Stats

Zulychya CR: 2

Medium humanoid, aquatic, lawful evil
Armor Class: 12
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 40 ft , climb: 0 ft

STR

13 +1

DEX

11 +0

CON

12 +1

INT

12 +1

WIS

14 +2

CHA

13 +1

Skills: Perception +6 1d20+6   Religion +3 1d20+3
Senses: DARKVISION: 120 ft., passive Perception 16   SENSITIVE TO BRIGHT DAYLIGHT/LIGHT: disadvantage to attacks and DEX saves when in daylight or bright light.
Languages: Devil's Tongue
Challenge Rating: 2

At will: SCEPTER SPELL RANGE ATTACK: +4 to hit 1d20+4 , range 60 ft., one target. 1d8 1d8 frost damage and target is reduced to 1/2 speed until the start of Zulychya's next turn.

1/day: MASS HEALING WORD. Zulychya shouts "Lyuh!" and heals all the sea devils within 60 ft. of her and that she can see 3 (1d4+2) 1d4+2 HP.

2/day: HOLD PERSON. Range 60 ft., one target, WIS DC: 12 or be paralyzed. At the end of each of the atrget's turns, they can roll the WIS save again. CONCENTRATION up to 1 minute (10 rounds).

3/day: BLESS. Zulychya shouts "Zulb!" and 3 sea devils within 30 ft. of her that she can see gain: whenever that sea devil makes an attack roll or a saving throw before the spell ends they can roll a 1d4 1d4 and add it to the attack roll or saving throw. CONCENTRATION last up to 1 minute (10 rounds).


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.

A blue-skinned, seaweed-wrapped woman-like creature adapted to the depths of the oceans. She wears a seaweed headdress and carries a scepter.

Suggested Environments

Saltwater locations

  After the battle, the only loot to collect is Zulychya's headdress and the scepter. Captain Four Hearts is on the beach with whatever remains of the Backround Battle. Everyone returns to the camp where Captain Four Hearts gives the party the promised 500gp for the scepter.  

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 Offer
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.   FURTHER NOTE; You can insert adventure of your choice here instead.
  If the party agrees to go with Captain Four Hearts, continue.  
It is another march of two hours to reach the hidden pirate ship. The ship is a terrible mess. Fresh graves on the shore and blood on the decks speak to either an attack or a mutiny.   "This was a mutiny," Captain Four Hearts said as she came out of the captain's cabin holding a chopped up book.   "Only a mutiny that has won will cut up the ship's log." she tossed the pieces back into the cabin and lets out a long sigh. "We need to get her fixed up and changed over before we take her to a proper port, which means we have to sail to Tangorray." The crew groans.   Captain Four Hearts turns to you. "You can easily book passage on another ship in Tangorray. Still want to sail with us?"
  If the party agrees, continue.  
It takes hours to get the ship cleaned up and ready to sail, just in time for high tide which makes for an easy launch out to sea. Little Palm Bay grows ever smaller on the horizon. Seagulls circle and squawk around the ship as you all have a simple meal of beans, hardtack, and unsugared tea warmed in the sun. As the crew gets ready to sail by the stars, you go dowh into the hold for the night.
  There is time for a LONG REST.  

Here In Tangorray

 
"Wake up, travellers!" The voice of one of the crew calls out, waking you from your slumbers. He leads you back up onto the deck where another sailor is scooping out beans into bowls while another is handing out pieces of hardtack and wooden mugs of cool, unsugared tea. The sun is barely above the horizon, but you can just make out the docks of a port on an island.
  Once the heroes have eaten and prepared themselves for the day, continue.  
It takes an hour for Captain Four Hearts and her crew to pay the fees to the shifty eyed dockmaster and get the ship moored to a dock. Once that is done, Captain Four Hearts turns to you.   "Welcome to Tangorray. I wish you luck." Without further ado, you are escorted off the ship.
  The party can book passage on a merchant ship that sails to Swampshoal Point for 25gp per hero. Otherwise, Tangorray is a good place to offer them some other adventure hooks as well. There are simple shops in town where heroes can purchase items from the Players Handbook.  

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.
Finding Food
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, unaligned
Armor Class: 15
Hit Points: 13hp (3d8) 3d8
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 30 ft , climb: 0 ft

STR

13 +1

DEX

15 +2

CON

11 +0

INT

1 -5

WIS

9 -1

CHA

3 -4

Skills: STEALTH: +4 1d20+4
Senses: BLINDSIGHT: 30 ft., passive Perception 9
Challenge 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

  The party could stay at the rowdy inn, Anchors Away, for an upkeep that covers a place to sleep, food, drinks, and costs 2 sp per hero each day. At Anchors Away
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)
 

THE END

 

The Intro

  This is one of the two possible conclusions to 'That Sinking Feeling' and is not meant to be a stand alone adventure.

Adventure Background

    Captain Four Hearts and her huntsmen are former pirates who survived a terrible battle that sunk her ship. She has taken the name Four Hearts from the four spots on her fur that resemble hearts and refuses to ever say her real name. Not even her closest friends and most loyal huntsmen know her real name. She has very good reasons. Those same reasons are also why she has huntsmen of humans and no other Gheni.   Assisting the survivors of Jama was against her better judgement, but she could not bring herself to let them die. The more she thinks on it, the more certain she is that this just might be something she can use to her advantage.  

Adventure Synopsis

  The heroes make their way to the Shroom Caves.   They meet Captain Four Hearts who invites them to join her in getting the scepter or they can leave with the donkey carts, a five day journey through the wilderness.   If they join Captain Four Hearts, they search Jama and clash again with the sea devils.   The next day they go to the home of the mage smith and fight some pirates before getting the magic helmets.   On the day after that, they go down into the depths and defeat the sea devil matriarch, taking her scepter.   They then can sail away with Captain Four Hearts to Tangorray.


Cover image: by serginion

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