That Sinking Feeling
The Day At The Beach
If any of the party participates in the shark hunt, these are the special rules for it: STEP 1. The hero attacks the shark with the harpoon using only their STR or DEX bonus unless they are proficient in Harpoon. On a total of 13 or higher, they hit the shark and their harpoon sinks deep. This counts as a hit. STEP 2. Setting the Harpoon's Barb. Designate a player not in the hunt to roll for the shark with a +2. (Shark Roll 1d20+2 ). The shark hunting hero then must make a STR or DEX bonus roll versus the shark. Highest total wins. If the shark wins, it gets away from that hero. If the hero wins, the harpoon barb is set and the shark is now attached to the hero's harpoon. STEP 3. The shark swims away and hits the end of the rope. Hero and shark (Shark Roll 1d20+2 ) have a STRENGTH DUEL. Each rolls a STR bonus and the highest total wins. If the hero wins, they brace against the shark, stopping it. This gives other shark hunters and heroes advantage on their attacks. The hero holds the brace so cannot attack again. If the shark wins, the hero is dragged along behind the shark as it swims between the hunters. The hero must then roll an Acrobatics or Athletics Check. 12 or higher is a success and hero waterskis behind the shark. If the hero rolls an 11 or lower, the hero is dragged along on the bottom behind the shark.Roll percentile. 1d100 1-25 hero takes 1HP blundgeon damage 26-50 hero gets crab stuck in hair/beard 51-75 hero gets fish stuck inside clothes 76-100 hero gets starfish stuck to face.The hero is dragged along behind the shark until someone else hits the shark. The hero must roll another Acrobatics or Athletics Check. If a hero is already water-skiing and rolls an 11 or less the hero gets dragged and must roll on the drag table above. 1d100 . If that hero succeeds on a roll of 12 or higher, they manage to find a protruding rock and brace against it, stopping the shark. This gives other hunters and heroes advantage on their attacks. If the hero was being dragged on the bottom, and they succeed with a roll of 12 or higher, they are now waterskiing. If they roll an 11 or less they fail again and must roll on the drag table above. 1d100 STEP 4. The hunt continues until the shark has taken 5 hits, which kills the shark. Until then, the shark continues to circle around and through the hunters and heroes until it is killed or the hunt lasts ten rounds. On the eleventh round, the shark escapes, slipping off a harpoon if it was stuck. Assign other players not participating in the hunt to roll for NPC sharkhunters who each get a +3 (Shark Hunter Roll 1d20+3 ). Once dead, the hunters drag the shark ashore for measuring.Roll percentile. 1d100 1-25 "You call that a shark? My cat drags home bigger fish from mudpuddles!" 26-50 "Well, at least it's eatin' size." 51-75 "Might win a pitcher of Ja-kaia Paradise with this one!" 76-100 "Biggest shark we've seen in years! Free drinks and food for the rest of your stay!"
Roll a percentile 1d100 1d100 1-75: Clouds suddenly roll in changing a sunny day to overcast. 75-100: It's still a bright, sunny day (All sea devil attacks will have disadvantage).
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
Shark Hunter CR: 1/2
STR
11 +0
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
HARPOON. Melee Weapon Attack: +3 to hit 1d20+3 , reach 5 ft., one target. Hit: 5(1d8+1) 1d8+1 piercing damage. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 4(1d6+1) 1d6+1 piercing damage.
The North Side
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
Searching one bungalow takes 10 minutes and the water rises to half-fill these houses. Party can split up to search at the same time. Roll Investigate DC: 13. If the party does a second search of 10 minutes, Investigate is now DC:15 as the houses are half-full of water. There is no time to do a third search of ten minutes as all the house are completely under water now. On a success they find 4d6+1 gp 4d6+1 and something worth 25gp.Roll 1d10 1d10 1 Silver Pitcher 2 Whalebone figurine of a shark 3 Gold-link bracelet 4 Black velvet mask with a silver-thread skullface stitched onto it 5 Copper chalice with silver filigree depicting Relnu, God of the Moon (or some other god) 6 Cloth-of-gold vestments for Puliro, God of the Sun (or some other god) 7 Pair of engraved whalebone dice 8 Small polished steel mirror in a mahogany wood frame 9 Silk Handkerchief embroidered with a seahorse 10 Gold locket with a painted portrait of a red-haired, green-eyed young woman
The East Side (with bridge to mainland)
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
Kaia Reef Shark CR: 1/2
STR
14 +2
DEX
13 +1
CON
13 +1
INT
1 -5
WIS
10 +0
CHA
4 -3
WATER BREATHING: Can only breathe water.
Actions
BITE. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 6 (1d8+2) 1d8+2 piercing damage.
Suggested Environments
Saltwater locations
Kaia Isle Swimmer
STR
10 +0
DEX
10 +0
CON
10 +0
INT
10 +0
WIS
10 +0
CHA
10 +0
Actions
PUNCH OR KICK. Unarmed Melee Attack: +2 to hit 1d20+2 . reach 5 ft., one target. Hit: 1 bludgeoning damage.
If the party hesitants to fight, swim for it, or leave, the top of the bridge sinks yet again until its only three feet above the water. They are now standing in ankle deep water.
South Side (with last remaining ship at the docks)
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
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
Wind Chaser Sailor 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.
Round 1: one sailor is killed. Round 2: a crab dies. Round 3: a sailor dies. Round 4: a crab dies but the sea devils and crabs get on board the ship. Another sea devil and two more crabs come out of the water and get on the ship as well. The isle sinks more and the terrified villagers under the tree are now standing in ankle deep water. The ship cannot sail until all enemies are killed or driven off the ship.
Can't like this article too much
Thanx!
PANGORIO
andHYPNOSIUM