TEXT:  
   
   
  
   
  2 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Encounter on the Savage Seas III FREE 
   
  Background: Nimgyu 
   
  Cover Artist: Dean Spencer 
   
  Internal Art: 
  Dean Spencer, Bradley O’Hanrahan, Purple Duck Games: Gary Dupuis, Jacob E. Blackmon, 
  Wizards of the Coast 
   
  Cartography: 
  Elven Tower, Dyson Logos 
   
  Editor: Brent Sweany 
   
  Produced by: Jeff C. Stevens 
   
  Layouts: Jeff C. Stevens 
   
   
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA 
  and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws 
  of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content Agreement for Dungeon Masters 
  Guild  
   
  
   
  3 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  About this Supplement 
  Thank you for downloading Encounters on the Savage Seas III FREE!  
   
   I’ve been very successful publishing D&D adventures and supplements on the Dungeon Masters 
  Guild, and I couldn’t have done it without the support of the DMs Guild customers. This is my 
  attempt to say ‘thank you’ for supporting me and the other creators who publish our passion on the 
  Dungeon Masters Guild.  
   
   I hope you enjoy the encounters and mini adventures contained in this supplement. I think the 
  writers did a fantastic job!    
   
   Again, thanks for helping me reach some fantastic career goals. I couldn’t have accomplished my 
  dream without your help and support! 
   
  Now – go play D&D! 
  - 
  Jeff C. Stevens 
   
   
   
  Questions or comments? Email me at jcorvinstevens@gmail.com or on Twitter: @jcorvinstevens 
   
  More Savage Seas! 
  If you haven’t already, be sure to check out the other Encounters of the Savage Seas supplements: 
   
   
   
   
  
   
  4 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Using this Supplement 
  Although some encounters mention specific 
  locations, with a little adjustment, each could 
  be used in nearly every campaign and setting.  
   
  Text in these yellow boxes is to be read to 
  players. 
   
  Text in these boxes is additional information for 
  the DM, some of which may be shared with 
  players. 
   
  Most of the creatures in these adventures are 
  found in the 5th Edition Monster Manual.  Page 
  numbers have been included for easy reference 
  but depending on the printing edition of your 
  Monster Manual, they may not match.   
   
  This supplement uses creatures from:  
   
  Monster Manual (MM)  
  Volo’s Guide to Monsters (VGtM) 
  Tomb of Annihilation (ToA) 
  Mordenkainen’s Tome of Foes (MToF) 
   
  In addition, several new creatures have been 
  created for this supplement. You can find these 
  creature stat blocks at the end of the adventure 
  in which they are mentioned. 
   
  Unless otherwise noted, all NPCs have the stats 
  of a commoner. 
  Ship Statistics  
  As there are several ships mentioned in this 
  supplement, it is advised that you review  
  Chapter 5: Adventure Environments of the 
  Dungeon Master’s Guide, which gives details 
  about Waterborne Vehicles and their Damage 
  Thresholds – the amount of damage required 
  per attack before the ship is damaged.  
   
  Average Party Level 
  The Average Party Level (APL) can be used to 
  calculate the appropriate challenge level for 
  your party. To calculate the APL, add the total 
  levels of all characters and divide the sum by 
  the number of characters (rounding up for .5 or 
  greater). 
  Skill Checks and Saving Throws 
  Specific DCs are written for each of the 
  encounters. You may wish to change these DCs 
  based on the APL of the adventuring party. We 
  suggest the below range: 
   
  APL 
  Check / Save DC 
  1st thru 3rd 
  11 
  4th thru 6th 
  13 
  7th thru 9th 
  16 
  10th thru 12th 
  19 
  13th thru 15th 
  22 
   
  In addition, if you feel a skill check or save is too 
  low or too high, feel free to adjust the DC as 
  you wish. 
  Maps 
  Unless otherwise noted, for all maps:  
  1 square = 5 feet. 
  You Are Empowered 
  As mentioned above, you do not have to run 
  these encounters as written. You (as the DM) 
  are empowered to make changes as you wish – 
  adjusting the encounters as the game is played, 
  if you like. You are part of the collaborative 
  storytelling that is Dungeons & Dragons and you 
  know best how to adjust the encounters so that 
  your adventurers get the most out of the 
  session and story.  
   
   
  
   
  5 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   Table of Contents 
   
   
   
   
   
  Title 
  Level 
  Range 
  Author 
  Page 
  Gray Matter 
  1-10 
  Bryan Holmes 
  6 
  Treasure Trap 
  5-10 
  Jay H Anderson 
  8 
  The Wreck of the Iquiacress 
  1-4 
  Paige Leitman 
  14 
  War Beneath the Waves 
  1-4 
  Emily Smitth 
  21 
  The Woman by the Cliff 
  5 
  Beatriz T. Dias 
  22 
  The Bloody Bootleg 
  3-5 
  Cameron Ackerson 
  28 
  
   
  6 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Gray Matter 
  By Bryan Holmes 
  @FallenWyvern 
  Artist: Gary Dupuis 
   
  Estimated run-time: 30 minutes 
  Gray Matter is a short, combat-focused 
  encounter and is designed for five characters of 
  any level. This encounter works best when the 
  players have a rival that has the resources to 
  sneak a crate of supplies onto the players’ ship. 
  Background 
  No hero can adventure without picking up a 
  rival or two. While some confrontations with 
  their foes might be direct, it is wise to beware 
  the more cunning foe.  
       One such foe has left a crate with two 
  presents for the players: a puddle of gray oozes 
  and a farewell note. 
   
  Plot Hook 
  A crew member approaches a player character, 
  informing them that the hold is taking on water. 
  The characters have been at sea for a few days, 
  so it’s currently unknown what has caused the 
  leak, but water is rushing in from under some 
  crates in the hold where it’s now waist deep in 
  water. 
  A Big Problem 
  The sound of hurried feet are audible long 
  before you see one of the crew rushing in your 
  direction.  
  “We’ve got a problem! We thought that there 
  was a small hole to patch up when we found 
  water leaking in the hold. But each time we 
  fixed it, two more holes would appear.  
  There were more and more holes going back 
  towards a crate, so we opened it up and found 
  shards of broken glass and a note. 
   
  The Note 
  So glad my agents were able to slip in 
  unnoticed while you were last docked and 
  added these gray oozes to your cargo. 
  Consider it a gift, a final gift, from your 
  greatest arch-enemy! 
   
   The hull harbors a number of Black Puddings 
  (CR 4; MM, page 241). The number of puddings 
  can be adjusted based on the level of the group. 
  Scaling the Combat 
  APL 1-3: Use one Ochre Jelly (CR 2; MM, p 243)  
  APL 4-6: One black pudding and one ochre jelly 
  APL 7-10: Two black puddings 
  APL 11-16: Four black puddings 
    
  
   
  7 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   The puddings moved to the outside of the 
  ship and will continue to create holes in the 
  hull. They try not to place a hole within 5’ of 
  another hole, instead trying to make a 
  checkerboard pattern instinctually. Each round, 
  a pudding will move and then damage the hull. 
  Since they are on the outside of the ship, 
  characters will need to hold their breath and 
  fight underwater, which is difficult to do if the 
  ship isn’t stopped first. If the ship is still moving 
  during combat, characters have disadvantage of 
  their attack rolls. Puddings will ignore the 
  players until they are attacked. 
       The hull has already been partially 
  consumed, resulting in 1d6 hole for each 
  pudding on the hull to represent how long it 
  took before someone noticed the destruction. 
  Each round a pudding goes without fighting 
  burns a new hole into the hull (this is true even 
  if the pudding splits, with each of the split 
  puddings creating holes of their own). 
  Repairing the Holes 
  The holes are patched with a successful DC 12 
  Wisdom (Insight) check, or by using the 
  mending spell if the hole is small enough. This 
  requires spare wood, nails, and hot tar which 
  are all things a ship should have aboard. Holes 
  take an action to patch if attempted during 
  combat. 
   Water flows into the ship freely through the 
  holes. Each round, the ship takes on 1 litre of 
  water. 1000 litres of water is equal to 1 tonne. If 
  the ship starts taking on more weight than it 
  can support with its cargo capacity, it begins to 
  sink. Once all the holes are patched up, the 
  crew can use buckets to get the water out of 
  the ship. How much water a ship can take on 
  (cargo) can be found in Chapter 8: Adventure 
  Environments of the Dungeon Master’s Guide. 
  A good way to manage this is initiative: 
   When initiative is rolled, determine how 
  many holes exist (1d6 for each pudding). 
  • 
  On a count of 20, all oozes that did not 
  fight in combat last turn create a new 
  hole on the hull. The DM should not 
  make new holes on the first round of 
  combat. 
  • 
  On a count of 10, all un-patched holes 
  leak 1 litre of water into the ship. For 
  every 500 litres of water, add 0.5 
  tonnes of cargo to what the ship is 
  already carrying. 
  • 
  On a count of 1, all non-player crew 
  members try their hands at patching a 
  hole. If you do not have stat blocks for 
  your crew, presume to just roll 1d20 
  plus the highest proficiency modifier of 
  the players minus one. Thus, if the 
  highest proficiency modifier amongst 
  the players is 3, all the crew roll 1d20 + 
  2. If two crew work on the same hole, 
  you can grant them advantage. 
   
  This Was A Triumph 
  Presuming the ship did not take on too much 
  water and sink, read or paraphrase the 
  following: 
  With the threat of oozes dispatched and the 
  holes in the hull fixed well enough to get you to 
  port, it’s clear that allowing your mysterious foe 
  the room to plot, plan, and sabotage your ship 
  cannot happen again. You have questions to be 
  answered: did someone from the ship help this 
  dastardly deed? Are there more surprises 
  lurking in your cargo from this vile villain? 
  Certainly, while the immediate threat is gone, a 
  greater evil still looms over the adventurers. 
   
   
  
   
  8 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Treasure Trap 
  By Jay H Anderson 
  Artist: Dean Spencer 
   
  Estimated run-time: 60 to75 minutes 
   
  Treasure Trap is a single area adventure 
  designed for five characters of 8th level. Scaling 
  instructions are included to run the adventure 
  for characters from 5th to 10th level. 
   
  Background 
  Kiriel Greywood is a devout paladin and revered 
  member of the Bahamut faith. Wielding her 
  dragon slayer longsword, Dragonchaser, she 
  hunted evil dragons and their minions across 
  the land. After defeating many draconic foes, 
  her journey led her to a sea cave where an adult 
  white dragon laired. Kiriel fought bravely, 
  successfully killing the dragon, but not before 
  receiving grievous wounds herself that would 
  prove lethal. Days later, other priests of 
  Bahamut came to the cave and found Kiriel’s 
  body. They built and warded a burial place for 
  Kiriel and left Dragonchaser with her, a 
  monument to her sacrifice. 
   
   Yet Kiriel found herself unable to rest. She 
  wished her sword borne into battle against 
  dragons by a new wielder. Her unrest has risen 
  her into a powerful eidolon with the god 
  Bahamut’s blessing. She waits alone in the cave 
  for a worthy successor to her blade, with only 
  her husband’s solemn visits to break the 
  monotony. Though she has never appeared to 
  him, her husband grieves as he speaks to her. 
  He speaks to her about many things, including 
  their daughter Zuri and the skillful pirate she 
  has become.  
   
   Zuri felt nothing when she learned of her 
  mother’s death, more concerned about the 
  next target to plunder. After the successful 
  plundering of a temple, Zuri took a priest 
  captive for ransom. The priest had been present 
  at the burial of Kiriel and told Zuri of her 
  mother’s burial and final resting place, hoping 
  to appeal to a merciful side. Yet, Zuri had no 
  love for her mother or care for her faith. Zuri 
  killed the priest and made plans to recover her 
  mother’s sword. Ever cautious, Zuri is planning 
  to hire adventurers to plunder the tomb with 
  her, alert for wards and traps. 
  Plot Hook 
  Zuri Greywood, the captain of the keelboat 
  named Wasp, hires the adventurers for a 
  treasure hunt. Armed with a map she tells the 
  adventurers that the treasure is buried near a 
  statue in a sea cave only a few hours away. Zuri 
  does not elaborate on how she got the map, 
  saying only that her information “comes from a 
  reliable source she trusts.” If she believes that it 
  will be to her advantage, she’ll tell them that 
  the treasure belonged to her mother who is 
  now dead. 
   
  For payment, Zuri offers a suitable reward plus 
  25% of the found treasure or of what she can 
  sell it for. (Regarding the suitable reward, that 
  detail is left to the DMs discretion, an example 
  could be a common rarity magic item that Zuri 
  “recovered” in past outings, or 500 gp total for 
  more coin-oriented groups.) 
  The Sea Cave 
  The journey to the sea cave is left for the DM – 
  with the adventurers possibly traveling with 
  Zuri on the boat, or the adventure can simply 
  begin as the adventurers enter the cave. The 
  sea cave is housed in an enormous rock that 
  juts up from the sea unremarkably. As the party 
  enters, summarize or read:  
  The wide and tall cave opening allows plenty of 
  light inside the cavernous space. The sea 
  outside floods the space inside with only a few 
  rocks peppering the water’s surface. On the far 
  wall, there is a steep sloping path from the 
  water leading to a promontory overlooking the 
  cave. A coffin next to a statue rests on the 
  overlook. 
  
   
  9 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  In addition, there are various small ledges 
  around the cave. Characters with a passive 
  Perception 16 or higher also notice that some 
  of these ledges have rusting suits of armor lying 
  on them (see The Ledges). 
   
   Zuri orders the crew to dock at the sloping 
  path. 
  General Features 
   Terrain. Deep water covering the floor, numerous 
  stone ledges on the walls around. The cave is 
  roughly 150 feet in diameter. 
   Weather. Cloudy outside. Just above freezing 
  temperatures inside the cave. 
   Light. Bright light from the outside fills the cave. 
   Smells and Sounds. Plunks from water dripping 
  from the ceiling. A salty sea breeze blows though the 
  cave. 
   
  Interacting with Zuri and her Crew 
  Zuri is the confident, practical-minded leader 
  of this band of experienced pirates. They make 
  pleasantries with the adventurers but mainly 
  speak among themselves during the trip, seeing 
  the adventures just as hired help to tolerate. In 
  the cave, they defer to the adventurers first, 
  privately wanting them to deal with any traps. 
   If needed, their statistics are detailed in the 
  section: A Daughter’s Greed. 
   
  The Slope 
  The steep incline is 15 feet long, rising 30 feet, 
  and is difficult terrain for those moving up the 
  slope. Dripping water slicks the surface. Any 
  creature on the slope that has moved more 
  than half their speed in a turn must make a DC 
  10 Dexterity saving throw. On a failure, they fall 
  prone and slide down the slope 5 feet. If they 
  fail by 5 or more, they fall off the slope into the 
  water. 
   
  In the Water 
  The water descends 30 feet to the bottom, 
  though poor water clarity distorts visibility past 
  20 feet. The decaying skeleton of an adult white 
  dragon lies along the rocky bottom covered in 
  seaweed. The dragon’s hoard is long gone, save 
  for a few trinkets and rusted weapons which 
  also rest on the bottom. 
   
  The Ledges 
  Four rusting suits of heavy armor lie on the 
  different ledges of this cave. Their swords still in 
  their ‘hands’. 
   
   Over the years, many others came to fight the 
  dragon here and were killed. When the priests 
  of Bahamut arrived for Kiriel, they found the 
  remains of the others. The priests buried the 
  bodies at sea the best they could. They left their 
  suits of armor here as an effigy to all those who 
  also fought against the evil dragon. 
   
  The Promontory 
  At the top of the sloping path, a roughly 30-foot 
  wide, 20-foot long ledge overlooks the cave. A 
  stone coffin rests 10 feet from the far ledge, 
  with the statue of a kneeling warrior in heavy 
  armor behind it. A DC 12 Intelligence (Religion) 
  check identifies the statue bears the holy 
  symbol of Bahamut, the god of good aligned 
  dragons. DC 20 on the same check recognizes 
  the statue as a sacred statue (MToF, p 194). 
   
   Kiriel rests inside the coffin. She becomes 
  aware of the group when they come onto the 
  promontory, but takes no action until they lift 
  the coffin’s lid or damage the sacred statue. 
  Kiriel is an eidolon (CR 12; MToF, p 194). 
   
   The coffin’s lid is heavy, requiring a DC 13 
  Strength (Athletics) check to move it. The coffin 
  is also protected by a Glyph of Warding. The 
  remains of Kiriel lie within the coffin, dressed in 
  her full plate armor and holding her dragon 
  slaying sword, Dragonchaser.  
   
   
   
   
   
  
   
  10 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Glyph of Warding Trap 
  Simple magical trap (Levels 5-10, moderate threat)  
  When Kiriel was laid to rest, the priests of Bahamut 
  cast a protective spell to guard her. 
   Trigger. A living creature that is a non-worshipper 
  of Bahamut opens the coffin or a creature touches 
  the runes. 
   Effect. A flame strike spell is called down on the 
  center of the promontory. All creatures within 10 
  feet of the coffin must succeed on a DC 15 Dexterity 
  saving throw or take 14 (4d6) fire damage and 14 
  (4d6) radiant damage. The glyph resets after 10 
  minutes. 
   Countermeasures. A successful DC 15 Intelligence 
  (Arcana) check as an action notices the glyph of 
  warding. A successful DC 15 Dexterity (Thieves’ 
  Tools) check mars the runes of the glyph without 
  triggering it. A dispel magic (DC 16) or similar magic 
  effect removes the glyph for 24 hours. 
   
   
   Once the coffin is open and it is clear to Kiriel 
  that the group intends to take Dragonchaser, 
  she attacks with surprise. She also attacks if 
  they damage the sacred statue. She appears out 
  of the coffin in front of the party and uses 
  Divine Dread. Afterwards, she finishes her 
  movement into the statue, animating it as a 
  sacred statue. Her goal inside the statue is to 
  defeat the adventurers and to stop 
  Dragonchaser from being taken. 
   
   During the combat, Zuri retrives 
  Dragonchaser if possible and waits to watch the 
  outcome of the battle. The crew waits as well. 
   
   After the sacred statue is defeated, Kiriel 
  descends into the rock below and eventually 
  into the water, hiding from the party for a few 
  minutes. Proceed to Unworthy Child after the 
  adventurers have a few moments to recover. 
  Scaling the Battle 
  • Levels 5-6: Reduce the sacred statue’s hit points to 
  60. Reduce the damage of its slam attack to 30 
  (4d12+4) and its rock attack to 26 (4d10+4). 
  • Level 10: There are 2 sacred statues. 
   
   
  Treasure 
  The coffin contains Dragonchaser, a longsword. 
   
  Unworthy Child 
  Though Kiriel knows of Zuri’s intentions, she is 
  unaware of the adventurers’ nature. With her 
  protections defeated, she’s left to plea with the 
  adventurers against Zuri. Paraphrase or read 
  the following: 
  Rising solemnly out of the water, the knight’s 
  spirit glares towards Zuri, yet holds up her hand 
  in a sign of truce. Once level with the 
  promontory overlook, she speaks, still staring at 
  Zuri, “that one, Zuri, brought you here. Know 
  that she is a pirate, a thief and yet my own 
  daughter. She knows that, in life, I was a fervent 
  warrior for Bahamut and that my sword is 
  meant only for those of my mission. It is not 
  meant for her who would only sell it for coin to 
  the first illicit fence she found!” 
  Zuri and Kiriel argue back and forth a bit at this 
  point. Kiriel tells the adventurers that Zuri lied 
  to them about any other treasure being here; 
  that Zuri knew that it was only her sword at this 
  cave that had any value. Zuri argues that 
  listening to the spirit of a dead woman is 
  pointless, and someone else would just take the 
  sword later, if not them. Neither contradicts the 
  other, verbally quarreling more animatedly as 
  time goes on. 
   
   Eventually, Kiriel makes a plea to the 
  adventurers to return the sword back to its 
  resting place and to take Zuri far away from 
  here. Zuri counter offers to increase the 
  adventurers pay to 50% of the sword’s value 
  (though she might offer 40% at first). After this, 
  both Kiriel and Zuri look to the adventurers for 
  their answer.  
   
   
   
  
   
  11 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   If the party sides with Zuri, Kiriel screams in 
  anguish; proceed to A Mother’s Grief.  
   
   If the party sides with Kiriel or are simply 
  taking too long to make a decision, Zuri gets 
  impatient and attacks; proceed to A Daughter’s 
  Greed. 
  A Mother’s Grief 
  Kiriel despairs when the party sides with her 
  unscrupulous daughter. Willing to sacrifice her 
  soul, she makes a desperate prayer to Bahamut. 
  Paraphrase or read the following: 
  In seconds, the spirit’s face transforms from 
  defiance to shock to despair. Her form trembles 
  as she lets out a wail of anguish. In response, 
  several suits of armor begin standing up 
  drawing their weapons.  
  Kiriel mentally called out to Bahamut for aid 
  offering her own soul. Bahamut has answered 
  his faithful servant’s prayer, bringing to life 4 
  suits of armor (treat as helmed horrors CR 4; 
  MM, p 183) around the sea cave, including the 
  armor in her coffin. Kiriel moves to inhabit the 
  armor that arose from her coffin. 
   
   Zuri orders her crew to set sail but waits for 
  the adventurers. Once everyone has returned 
  to the ship, Zuri orders the crew to row the ship 
  away. The ship moves 30 feet per round.  
   
   The helmed horrors fight the adventurers, 
  prioritizing whoever has Dragonchaser.  While 
  Kiriel inhabits one of them, that helmed horror 
  has advantage on the first attack roll it makes 
  each round. If the helmed horror that Kiriel 
  inhabits is defeated, she immediately flies into a 
  new one. Once the last helmed horror fails, 
  Kiriel reappears briefly before she dissipates 
  along with the last vestiges of her spirit.  
   
   If the ship exits the cave, the helmed horrors 
  do not pursue. The magic that created them ties 
  them only to this cave. They become inert suits 
  of armor if they leave. 
   Once the Wasp leaves the cave, proceed to 
  the Conclusion. 
   
  Scaling the Battle 
  • Levels 5-6: Remove 2 helmed horrors, add 2 
  animated armors (CR 1, MM; p19) 
  • Level 7: Remove 1 helmed horror, add 1 animated 
  armor (CR 1, MM; p19) 
  • Levels 9-10: Add one helmed horror 
   
  A Daughter’s Greed 
  Zuri cynically thought the adventurers might 
  turn on her eventually.  She and her crew did 
  not want to split the loot with them anyway. 
  Paraphrase or read the following: 
   
  Zuri scoffs at this turn of events. “She’s dead! 
  It’s my inheritance now and I’m going to take 
  it!” Zuri whistles towards her crew and on cue, 
  they draw their weapons to fight with their 
  captain. 
   
  Zuri, a master thief (CR 5; VGtM, p 216), orders 
  her crew to attack the adventurers. In addition 
  to her stat block, Zuri carries a potion of 
  invisibility. The crew consists of 2 
  swashbucklers (CR 3; VGtM, p 217) and 2 
  archers (CR 3; VGtM, p 210). The swashbuckers 
  move forward to engage and guard the ship, 
  while the archers target anyone threatening 
  Zuri. Zuri drinks her potion of invisibility and 
  then uses her bonus action to hide during the 
  first round, moving a bit afterwards. On 
  subsequent rounds, she acts as a sniper, 
  shooting while invisible, moving a bit and hiding 
  again. If she doesn’t have Dragonchaser, she 
  focuses on whoever has it until they drop 
  unconscious and she can take it from them. 
   
   When Zuri returns to the ship the crew 
  attempts escape, with the swashbucklers 
  rowing the ship out, moving 30 feet per round 
  as archers cover them. They know that escape 
  is not possible if the adventurers are still able to 
  effectively attack them. 
  
   
  12 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   Without the sacred statue, Kiriel knows she is 
  vulnerable and can be easily destroyed. As the 
  adventurers fight, she moves to a hiding place, 
  hoping for their success. If Kiriel believes they 
  will kill her daughter, Kiriel asks them to spare 
  her life and only knock her unconscious. 
   
   Once Zuri and her crew are defeated, proceed 
  to the conclusion. 
   
  Scaling the Battle 
  • Levels 5-6: Remove 2 swashbuckers and 2 archers, 
  add 1 bandit captain (CR 2, MM; p244) and 2 
  scouts (CR ½, MM; p349) 
  • Level 7: Remove 2 swashbucklers, add 2 bandit 
  captains (CR 2, MM; p244) 
  • Levels 10: Add one swashbuckler 
   
  Conclusion 
  At the battle’s end, use the appropriate 
  conclusion or create one based on the 
  information provided below. 
   
  They Sided with Zuri 
  The trip back to the mainland is left up to the 
  DM. Upon arrival, Zuri is true to her word and 
  gives the agreed upon reward to the 
  adventurers. Zuri sells Dragonchaser and gives 
  50% of the value to the adventurers, 1000 gp. If 
  the adventurers wish to buy the sword from 
  her, she’ll sell for 2000 gp. 
   
  They Sided with Kiriel 
  Kiriel thanks the adventurers for their help and 
  bravery. She doesn’t want to see her child 
  killed, but knows the sword cannot remain here 
  for Zuri to come back for. Kiriel asks the 
  adventurers take it to the clergy of Bahamut. If, 
  instead, a non-evil adventurer wishes to bear 
  Dragonchaser into battle, Kiriel gives her 
  approval and ask they continue her mission 
  against evil dragonkind. 
   
   The adventurers can loot the initially agreed 
  upon reward from Zuri and the crew. In 
  addition, they also have their keelboat, the 
  Wasp! They can keep the keelboat or sell it, 
  receiving 1000 gp if sold (the boat isn’t in 
  pristine condition). If they keep the keelboat, 
  they could use it for personal voyages or 
  operate a business with it for fishing, ferrying 
  travelers, or ironically, piracy (see the Running a 
  Business section in the DMG).  
   
  They Were Defeated 
  Regardless of which side they fight for, the 
  adventurers find themselves waking up in an 
  inn on the mainland. The innkeeper informs 
  them that a ship’s crew (either Zuri’s crew or 
  followers of Bahamut) dropped them off here 
  and did not say where they were next headed. 
    
  Note: If the adventurers were returned by Zuri’s 
  crew, they did not rob the adventurers fearful that 
  the adventurers, or powerful allies of theirs, would 
  just come after Zuri and the crew. Essentially, they 
  felt that it wasn’t worth the potential trouble. 
   
  Treasure 
  If they sided with Zuri, they received the agreed 
  upon reward, including the sold value of 
  Dragonchaser. If they sided with Kiriel, they 
  receive Dragonchaser and a keelboat named 
  the Wasp, along with the initially agreed upon 
  reward by looting Zuri’s crew. 
   
   
  
   
  13 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   
    
  Dragonchaser 
  Weapon, Rare (longsword)  
   
  This longsword bears bands of gold, silver, brass, 
  bronze, and copper around its handle and hilt. 
  Prayers to Bahamut are engraved in draconic along 
  the sword’s blade. This sword is well known to all 
  dragons as well as its history of being wielded by 
  hunters of evil dragon-kind. 
   
   This weapon is a dragon slayer (DMG, p 166) 
  longsword. In addition, while attuned to this 
  weapon, the wielder is immune to being frightened 
  and once per day can cast the spell fly targeting only 
  themselves.  
   
   
  
   
  14 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  The Wreck of the Iquiacress 
  By Paige Leitman 
  @PaigeLeitman 
  Art: Bradley O’Hanrahan 
  Map: Cartography by Dyson Logos 
   
  Estimated run-time: 45-60 minutes 
   
  The Wreck of the Iquiacress is an exploration 
  and roleplaying encounter designed for five 
  characters of 3rd level. Scaling instructions are 
  included to run the adventure for characters 
  from 1st to 4th level. The DM may have to adjust 
  as needed for other party makeup options. 
   
   Very weak party: three 1st level characters. 
   Weak party: four 2nd level characters. 
   As written: five 3rd level characters. 
   Strong party: six 4th level characters. 
   
  Background 
  In Waterdeep: Dragon Heist one of the Force 
  Grey (Grey Hands) missions is to confront a 
  young bronze dragon that has taken up 
  residence in Deepwater Harbor, and to learn its 
  intentions (W:DH, p 36). This adventure 
  expands on that quest.  
   
   Zelifarn, the bronze dragon, is young and just 
  starting her independent adult life. Her priority 
  is to establish a proper hoard. Like many others 
  of her kind, she’s interested in storing away rare 
  items that reflect her persona, tell her story, 
  and will help solidify her legend. She’s digging 
  around the reputed last resting place of a relic 
  of Umberlee (a chaotic evil sea goddess) called 
  “The Net of Pain”. However, she’s too young to 
  shapechange, and she needs some help getting 
  the item out of a barnacle-covered shipwreck. 
   
   If you are not playing Waterdeep: Dragon 
  Heist, this adventure can be set in any coastal 
  city or town. Replace Vajra Safahr with any 
  other high-ranking wizard who would be 
  curious what a dragon is doing in her coastal 
  waters and replace the Net of Pain with any 
  minor relic of an evil deity in your campaign. 
   
  Plot Hook 
  Vajra Safahr, the High Wizard of Waterdeep 
  (the Blackstaff), has heard from her network of 
  informants that a young bronze dragon has 
  moved in and startled some sailors. Obviously, 
  the dragon is metallic, so the wizard isn’t 
  worried about the dragon sacking the city, but 
  its presence could be disruptive. She challenges 
  the heroes to confront the dragon and learn its 
  intentions. 
   
   If the adventurers face the dragon, and make 
  sure it won’t cause any undue problems in 
  Waterdeep, Vajra Safahr offers her patronage 
  as a reward. For instance, adventurers who are 
  arrested are released into her custody with 
  charges dropped or an incredibly helpful 
  uncommon or rare magic item appears in their 
  gear at just the right moment, then 
  mysteriously disappears later. She can also send 
  her lieutenants to help the adventurers in tough 
  situations.  
   
  Getting to Deepwater Harbor 
  The heroes can hire a boat big enough to hold 
  eight people for a few coppers at the harbor, 
  and a sailor to row it for them. As the party 
  approaches the area where the dragon has 
  been sighted, read or summarize:  
   
  The brisk sea breeze and waves are enough to 
  make the boat unsteady, but the water here is 
  crystal clear. A coral-covered shipwreck is 
  visible dozens and dozens of feet below. A large 
  yellowish-green shape swims rapidly around it, 
  and then off towards a stone pinnacle nearby. 
   
  Zelifarn will surface, shake the water off her 
  hide like a dog, and sun herself on the pinnacle 
  of rock to warm up for a while before going 
  back to the wreck. 
   
   
  
   
  15 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  General Features 
   Terrain. Seawater, sea floor at 60 feet, coral, 
  stone outcrops, and a shipwreck coming up nearly 
  20 feet from the bottom. 
   Weather. Cool and sunny, breezy, light chop on 
  the water. The sea is cool, but not cold. 
   Light. Bright light above and below the surface 
  through the clear water. 
   Smells and Sounds. Sea breeze, waves lapping, 
  underwater bubbles.  
   
  A Deal with A Dragon 
  The dragon, Zelifarn, doesn’t want any trouble 
  with a band of well-armed, armored, and 
  determined adventurers... nor does she wish to 
  quit her explorations of the wreck of the 
  Iquiacress.  
   
  What Zelifarn Knows 
  Zelifarn is happy to talk to the adventurers and 
  wants their help in exploring the wreck.  
   
  • 
  She’s too big to get into some of the 
  interior spaces without destroying the 
  ship.  
  • 
  She doesn’t want to destroy the ship 
  because it’s a lovely example of 
  barquentine naval architecture. 
  • 
  She hopes someday she’s big enough to 
  lair nearby or move the wreck to 
  someplace near her future lair.  
  • 
  There are a few large sharks that she’s 
  had to chase off and they keep 
  harassing her.  
  • 
  She can’t explore the wreck and deal 
  with the sharks simultaneously. 
  • 
  She offers them one half of the treasure 
  on the ship if they’ll retrieve the Net of 
  Pain while she risks life and limb 
  keeping the sharks at bay.  
  • 
  She’s willing to negotiate down to 
  offering the heroes 80% of the treasure 
  as long as she gets the Net. 
  • 
  She says it’s probably in a metal box 
  with the symbol of the evil sea goddess 
  on it, which is a wave divided going left 
  and right. She would strongly prefer 
  that the box is brought to her 
  unopened. She says that it’s dangerous 
  to open it. 
   
   Zelifarn is a bit cagey about why she’s after 
  the Net of Pain. She will say that it’s an 
  important ritual item for Umberlee, but that it’s 
  only a minor relic and probably doesn’t have 
  any magical powers, and she just wants it for its 
  historical significance. She’s hedging her bets - 
  her Charisma is at +3 versus the characters’ 
  passive Wisdom (Insight) for the characters to 
  sense she’s not saying everything she knows. 
  Given her research, she suspects it’s cursed, or 
  could be used to empower a cursed item. She 
  feels that she can keep that out of the hands of 
  innocent blunderers as well as intentional 
  villains. She knows the Net of Pain was being 
  transported on the Iquiacress, and that it 
  foundered outside the city in a storm about 
  seventy years ago. She learned this information 
  by rescuing several sages on their way to 
  Candlekeep from sahaugin marauders. 
   
   If the adventurers tell her to leave, she will 
  very politely decline until she finds the relic. It’s 
  too dangerous to be left in place. If the 
  adventurers attack her, she’ll flee and use her 
  repulsion breath to shoo the adventurers out of 
  her way. After that she’ll start exploring the 
  wreck at night and enlisting the aid of local 
  fisherfolk to serve as lookouts in return for fish 
  she catches. 
   
   If the characters just report back to the 
  Blackstaff without offering to help Zelifarn, the 
  Blackstaff sends them right back out with a 
  strong suggestion to help the nice dragon get 
  the bad relic out of the harbor, posthaste! 
   
   
  
   
  16 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Roleplaying Zelifarn 
  Young bronze dragon, lawful good  
  Zelifarn is just starting out her life independently of 
  her parents (who live far to the south). She’s brash, 
  earnest, a little too trusting, and generally kind and 
  empathetic.  
   Quote: “It’s important that we do the right thing 
  here.” 
   Ideal: I need to make sure that no one gets hurt by 
  this cursed item! 
   Bond: I believe that those less powerful than me 
  deserve my protection. Also, nearly everyone is less 
  powerful than me because I’m a dragon! 
   Flaw: Sometimes I forget that I’m new at this. 
   
  Approaching the Wreck 
  Zelifarn just happens to have as many water 
  breathing potions (DMG, p 188) as there are 
  party members who need them to explore the 
  wreck. She offers to lure the sharks away so the 
  heroes can explore the wreck without 
  interruption. She spends a few minutes fishing 
  for a large silvery fish and chums the waters a 
  quarter mile to the west. Within a few rounds, 
  the three hunter sharks (CR 2; MM, p 330) are 
  drawn away.  
   
   If Zelifarn is prevented from drawing the 
  sharks away, the sharks attack the heroes when 
  they are about 15 feet above the wreck. Zelifarn 
  will assist the heroes in the fight but will also be 
  fighting a very large shark that prevents her 
  from giving the heroes substantive aid. 
   
  Scaling the battle 
  • Very weak party: use two reef sharks (CR ½, MM, 
  p 309). 
  • Weak party: use one reef shark (CR ½, MM, p 309) 
  and one hunter shark (CR 2; MM, p 330). 
  • Strong party: use five hunter sharks (CR 2; MM, p 
  330). 
   
   
   
   
   
   
   
  Underwater Combat 
   When making a melee weapon attack, a creature 
  that doesn't have a swimming speed (either natural 
  or granted by magic) has disadvantage on the attack 
  roll unless the weapon is a dagger, javelin, 
  shortsword, spear, or trident. 
   A ranged weapon attack automatically misses a 
  target beyond the weapon's normal range. Even 
  against a target within normal range, the attack roll 
  has disadvantage unless the weapon is a crossbow, a 
  net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart).  
   Creatures and objects that are fully immersed in 
  water have resistance to fire damage. 
   If the heroes hired a boat, the crew has normal 
  unmagical daggers, shortswords, spears, javelins, 
  tridents, darts, and crossbows that they are happy to 
  lend to the heroes. 
   
  Treasure 
  Water breathing potions (DMG, p 188) equal to 
  the number of heroes that need them. These 
  potions only last an hour, so if the adventurers 
  are using them, have them track time carefully. 
   
  The Upper Deck 
  As the party gets to the top deck of the ship, 
  read or summarize: 
   
  The deck of the ship has lumps of colorful 
  corals. Small critters and colorful fish peep at 
  newcomers curiously. Sunlight flickering 
  through the water causes a few coins on deck 
  and within the coral to glimmer. A large hole in 
  the middle of the deck offers access to the 
  belowdecks area. On the side of the ship, a 
  name plate reads “Iquiacress”. 
   
  Characters can make a DC 8 Intelligence 
  (Religion) or (History) check, to recall that 
  sailors leaving the harbor often throw coins or 
  other valuables overboard to placate the evil 
  sea goddess. A DC 12 Intelligence (Religion) 
  check enables them to ascertain that dumping 
  the sacrificed goods onto a shipwreck is a 
  particularly appropriate gesture to acknowledge 
  
   
  17 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  her command of the seas. A DC 15 Intelligence 
  (Religion) check lets the heroes know that 
  taking treasure that was given to the sea 
  goddess is bad luck. Characters who worship 
  water deities, as well as all aquatic elves and 
  half elves, tritons, and characters with sailor or 
  pirate backgrounds make this check with 
  advantage. Any clerics or paladins of Umberlee 
  or equivalent sea deities know these things, no 
  check required. 
   
  Treasure 
  There are 4,170 copper pieces, 1,123 silver 
  pieces, 476 gold pieces, and 37 platinum pieces 
  on the deck (a total of 1,000 gp). Characters can 
  retrieve coins by making a Dexterity 
  (Acrobatics), Strength (Athletics) or Wisdom 
  (Perception) check (or passive Perception). 
  Each check takes 10 minutes to make. 
   
  Check Result 
  Coins Found 
  <5 
  none 
  5–10 
  25 gp worth of coins 
  11–15 
  50 gp worth of coins 
  16–20 
  75 gp worth of coins 
  >20 
  100 gp worth of coins 
   
   When the characters have found 1000 gp 
  worth of coins there are no more to find. It 
  takes a relatively long time to search for coins, 
  and the water breathing potions only last one 
  hour. 
   
   
   
   
   
   
   
   
   
   
   
   
  Curse of the Sea Goddess 
  If a character chose to collect coins that were meant 
  for the sea goddess, they are under the effects of a 
  mild curse. 
  • The character suffers disadvantage on saving 
  throws during a partial ship collapse of the wreck 
  of the Iquiacress. 
  • The character suffers disadvantage on saving 
  throws on spells under the ocean. 
  • The character takes one level of exhaustion during 
  the night of the spring tide (the tide right after the 
  full moon). 
  • Any other effects that suit the DMs needs. 
  The curse can be diagnosed with a DC 14 
  Intelligence (Arcana) or (Religion) check. Any cleric 
  or paladin of any aquatic god can identify the curse 
  automatically.  
  The curse can be removed with a Remove Curse spell 
  or by dumping twice as much gold as was stolen 
  back into the ocean, never to be recovered. 
   
  Main Deck 
  If the party chooses to enter the hull, read or 
  summarize: 
   
  The interior of the Iquiacress is a dark, cool, 
  maze of rotted wooden timbers. A few dark 
  brown and red fish scatter for cover and an eel 
  pokes its fanged mouth out of a niche in the 
  rubble. The sounds of creaking timber echo 
  faintly through the water. 
  General Features inside the Iquiacress 
   Terrain. Cramped corridors of rotting wood and 
  rusted metal, a few un-crushed cabins. Some areas 
  require squeezing through. 
   Light. The interior of the ship is dark and unlit, 
  though there are some areas of dim light where 
  there are holes in the wreck. 
   Smells and Sounds. Underwater bubbles. Squeaks 
  and groans of shifting timbers. Water currents 
  swooshing. Clicking of claws of crabs moving around 
  in the ship. 
   
  The characters can move through the wreck 
  looking for the Net and anything else they’d like 
  to keep. Any spell you feel would damage the 
  
   
  18 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  rotting wreck (like shatter, thunderclap, or 
  thunderwave), or rolling a natural 20 while 
  using a melee weapon inside the wreck, or 
  rolling a 1 on a check to search inside the ship, 
  will cause a partial collapse of the wreck. Once 
  the ship partially collapses three times, it has 
  completely collapsed and becomes a pile of 
  rubble. 
   
  Ship Partial Collapse Hazard. The characters 
  must make a DC 10 Dexterity saving throw 
  every time there is a partial collapse. Characters 
  who collected any treasure on the upper deck 
  make this check with disadvantage because the 
  sea goddess is angry with them. On a failed 
  save, characters take 14 (4d6) damage, or half 
  as much with a successful save. They will need 
  10 minutes to dig out of the wreckage and find 
  each other, or only 5 minutes if the entire party 
  made the check.  
   
  Scaling the damage 
  • Very weak party: 3 damage (1d6) 
  • Weak party: 7 damage (2d6). 
  • Strong party: increase the DC to 13. 
   
   The main deck has a series of half-crushed 
  crew and passenger cabins, the ship’s kitchen, a 
  dining area, and a passage to the cargo area 
  below. There are crabs and eels among the 
  human and demi-human skeletons and red and 
  brown sponges grow thickly here. The 
  characters can spend 10 minutes making a DC 
  12 Wisdom (Perception) check to find one of 
  the below interesting items in listed order. 
  Because of the cramped quarters, goliaths and 
  dragonborn (and other characters who are on 
  the larger end of medium size) make this check 
  with disadvantage as they squeeze through 
  small spaces while searching. 
   
  • Rotted clothes that include a very fancy suit 
  embroidered with gold thread. The thread 
  can be recovered and is worth 10 GP. 
  • A pair of gold earrings with pearls and small 
  diamonds worth 15 gp. 
  • A book on the military history of Waterdeep 
  (or another important metropolis) written by 
  one of the first major military commanders of 
  the city stored in a waterproof box. This 
  would be worth 25 gp to the right historian or 
  scholar. 
  • A potion of healing. This is automatically 
  found if someone casts detect magic because 
  it radiates weak evocation magic. 
  • An unlabeled bottle of Evermead. Identifying 
  it requires a DC 12 Intelligence (History) 
  check, which elves and half-elves make with 
  advantage. This is a fine elven mead, aged for 
  hundreds of years, worth 30 GP. 
  • A framed portrait of the first Open Lord of 
  Waterdeep. It’s an oil painting on preserved 
  wood. With very careful handling it could be 
  brought to the surface without disintegrating 
  if the person carrying can make DC 14 
  Dexterity (Acrobatics) checks every time the 
  painting might get jostled (at the DMs 
  discretion). It’s worth 200 gp, minus 50 gp for 
  every failed check. 
  • A spyglass in a fragile waterproof case. As 
  long as the person who is carrying the case 
  doesn’t make an attack roll with a weapon, 
  and is not hit by any attacks, the case will not 
  break. If the case breaks it’s only worth 200 
  gp. 
   
  Belowdecks 
  As the party enters the cargo area belowdecks 
  read or summarize: 
   
  This area has no natural light. Lumpy, half-
  rotting crates and barrels encrusted with 
  sponges fill the area. Small, shy fish flee the 
  approach of larger creatures. 
   
  The Locked Lead Box 
  The characters can make Wisdom (Perception) 
  checks to sort through the crates and boxes. 
  Because of the cramped quarters, goliaths and 
  dragonborn (and other characters who are on 
  the larger end of medium size) make this check 
  with disadvantage as they squeeze through 
  
   
  19 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  small spaces while searching. Each check takes 
  10 minutes to make. Add the results of all the 
  wisdom checks together. When the heroes have 
  a total value of 100 on their checks, they find a 
  locked lead box marked with the “diverging 
  wave” symbol of the evil sea goddess. (The lead 
  box prevents the Detect Magic spell from 
  finding the item.) 
   
  Scaling the Wisdom (Perception) check to 
  find the box 
  The DM should consider this number carefully, and 
  adjust based on number of party members, and how 
  many are at disadvantage due to size. 
  • Very weak party: total score of 40. 
  • Weak party: total score of 75. 
  • Strong party: total score of 120. 
   
  Development 
  If the heroes decline to open the box, they can 
  return to Zelifarn and work out the treasure 
  allocation with her. She takes the box, puts it in 
  a carrier bag on her harness and takes off, 
  winging her way to the north. As the DM you 
  might consider having her contact the heroes 
  again to help her learn more about the Net of 
  Pain or to find another item for her. 
   
   If anyone other than a cleric, paladin, or 
  person who devoutly worships the evil sea 
  goddess opens the box, continue to the next 
  section. 
  What’s in the Box?!? 
  If the party opens the box, read or summarize: 
  There is an explosion of bubbles, water, and 
  tentacles that splash ten or fifteen feet from 
  the box. Several shapes materialize with hostile 
  intent. 
  Several things happen immediately. If this box is 
  opened underwater on the wreck of the 
  Iquiacress, the ship undergoes a “Partial Ship 
  Collapse Hazard” (see above). Regardless of 
  where it is opened, Umberlee’s wrath is made 
  evident by the appearance of a water 
  elemental (CR 5, MM, p 125) and three giant 
  octopi (CR 1, MM, p 326) who fight to the death 
  to try to kill anyone who was present when the 
  box was opened. 
   
  Scaling the Battle 
  Be careful scaling this fight as the giant octopus can 
  be a serious combatant and water elementals are 
  resistant to non-magical damage. 
  • Very weak party: use three steam mephits (CR ¼, 
  MM, p 217) and one giant octopus (CR 1, MM, p 
  326). 
  • Weak party: use one water weird (CR 3, MM, p 
  299) and one giant octopus (CR 1, MM, p 326). 
  • Strong party: use a water elemental myrmidon 
  (CR 7, MToF, p 203) and three giant octopi (CR 1, 
  MM, p 326). 
   
   Once the foes are dealt with, the only thing 
  left in the box is a simple rope net that is 
  adorned with wickedly sharp copper fishhooks 
  and various charms and trinkets (symbols of 
  Umberlee, skeletonized fish heads, marine 
  creatures). It radiates weak necromantic magic 
  if inspected with a Detect Magic spell. At this 
  time, it has no magic powers other than being a 
  sacred relic of the evil sea goddess. 
  
   
  20 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   
   
  
   
  21 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  War Beneath the Waves 
  By Emily Smith 
  @EmilyJeaSmith 
  Map: Elven Tower 
   
  Designed for a party of four to five characters of 
  levels 1st thru 4th. 
   
  Overview 
  While travelling overseas, characters encounter 
  a young sea elf being attacked by a throng of 
  sharks. After rescuing the elf, he introduces 
  himself as Prince Seaque (LG), the soon to be 
  ruler of Xalanthia, a sea-elf kingdom in the 
  Moonsea, off the shore of Phlan. Prince Seaque 
  is on a coming-of-age pilgrimage to find a 
  mystical pearl, prophesied to rest in an 
  enormous clam in the ruins of an ancient 
  undersea city. Once he returns home with the 
  pearl, he will be crowned king. 
   
   Unbeknownst to Prince Seaque, his uncle 
  Zavar (NE), the acting steward of Xalanthia and 
  worshipper of Umberlee, has sabotaged his 
  mission. The “ancient ruins” are actually a 
  recently constructed underwater replica of 
  Phlan, used by Zavar and his armies to conduct 
  battle simulations. Zavar has laid traps and 
  stationed monsters throughout the complex, to 
  ensure that Prince Seaque does not survive this 
  quest. Once the prince has been disposed of, 
  Zavar plans to seize control of the lands above 
  and beneath the waves- all in the service of 
  Umberlee. 
   
  DM Note: This adventure is set in the Moonsea, near 
  the city of Phlan. However, it can be adjusted to fit any 
  coastal setting: simply replace “Phlan” with the name of a 
  nearby coastal city and the “Moonsea” with the name of 
  the ocean or other body of sea water. 
   
   
   
   
   
   
   
  The Encounter 
  While adventurers are travelling on the 
  Moonsea, they see the following: 
   
   The water nearby begins to churn and froth, 
  as shark fins surface and swirl around a 
  humanoid figure, clearly struggling to stay 
  afloat.  
   
  A frenzy of sharks (1 Hunter Shark (CR 2; MM, p 
  330) and 3 Reef Sharks (CR 1/2; MM, p 336)) is 
  attacking a young sea elf (Noble (CR 1/8; MM, p 
  348)), who cries out to the party for help.  
   
   After being rescued, the sea elf introduces 
  himself as Prince Seaque (“Q for short”), the 
  soon to be ruler of Xalanthia. He informs the 
  characters of his quest and asks for their 
  assistance. Normally, he would happily 
  complete the quest on his own, but he suspects 
  something is afoot; sharks are normally 
  indifferent, rather than aggressive, and they do 
  not congregate in groups of different species. A 
  DC 12 Intelligence (Nature) check confirms this 
  information. A DC 11 Intelligence 
  (Investigation) check discovers the blood 
  vessels in the eyes of the sharks have 
  unnaturally ruptured. 
   
  Journey to the Bottom of the Sea  
  The “ancient ruins” are 60 feet beneath the 
  water, situated roughly 300 yards away. Prince 
  Seaque offers each character a 3-inch sea 
  cucumber, which tastes like a bitter, salty pickle 
  and grants the effects of the spell water 
  breathing.  
   
   
   
   
   
   
   
   
   
   
  
   
  22 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Area A: Underwater Phlan 
  The characters enter at Area A. Read or 
  summarize: 
  These underwater ruins resemble a vast city, 
  constructed of coral, stone, and shells. Swarms 
  of colorful fish, eels, and jellyfish flit between 
  the buildings. Twenty-foot tall coral walls 
  surround the complex, topped with enormous, 
  jagged shark teeth, strung in place with braided 
  seaweed. A pod of dolphins swims playfully 
  among a forest of wavering kelp to the east of 
  the city. 
  As characters explore the ruins, they may see 
  the following: 
   
  • 
  A DC 12 Intelligence (History) check 
  reveals these “ruins” are a perfect 
  replica of Phlan. Characters with the 
  Urchin background make this check at 
  advantage. 
  • 
  With a DC 12 Wisdom (Perception) 
  check, characters notice score marks 
  along the walls. A DC 13 Intelligence 
  (Investigation) or DC 11 Smith’s Tools 
  check determines these marks are 
  made by weapons.  
  • 
  A DC 10 Wisdom (Survival) check 
  reveals the area is heavily trafficked. A 
  DC 12 Wisdom (Survival) check reveals 
  these tracks are made by humanoids: 
  sahuagin and sea elves. 
  • 
  If characters go inside any of the 
  buildings, they find graffiti scrawled 
  onto walls, left behind by bored 
  soldiers.  Samples include: 
   
  ✓ An image of a pair of twin 
  waves. A DC 10 Intelligence 
  (Religion) check reveals this is 
  the symbol of Umberlee.  
  ✓ “The wave rises to engulf the 
  earth.” 
  ✓ “Those who cannot swim, 
  deserve to drown.” 
  ✓ “A new king rises. Long live 
  Zavar.” 
   
  An Ambush 
  Zavar has sent guards to patrol the city and, if 
  necessary, kill Price Seaque before he can 
  recover the pearl and return to Xalanthia. The 
  guard patrol consists of 6 Guards (CR 1/8, MM, 
  p 347) led by a Cult Fanatic (CR 2, MM, p 345) 
  and his pet Reef Shark (CR ½, MM, 336).  
   
   With a passive Wisdom (Perception) score of 
  13 or greater, characters overhear the guards 
  talking about the planned invasion and 
  discussing their promised promotions, to be 
  received once Xalanthia conquers Phlan. 
  Characters may then choose to fight the guards, 
  stealth around them, or talk with them. A DC 14 
  Charisma (Persuasion) check convinces the 
  guards to abandon Zavar’s plan and pledge 
  allegiance to Prince Seaque.  
   
   If none of the characters have a passive 
  Wisdom (Perception) score of 13 or higher, the 
  guards sneak up and attack the characters. 
  Area B: The Temple 
  The pearl is housed on the opposite side of the 
  city from the entrance that Prince Seaque 
  guides the characters to. It is housed in a 
  temple of Umberlee, which exists in place of 
  Phlan’s temple of Gond. When characters 
  approach this area, read the following: 
   
   A large stone tower, carved in the shape of a 
  trio of spiraling stone tentacles, towers 50’ 
  above the surrounding buildings. A large, stone 
  archway at the front of the structure reveals a 
  circular inner chamber beyond. Inside, a group 
  of large sharks swims lazily around a giant 
  shimmering clam, which sits at the center of the 
  room. A spiraling stone staircase extends 
  upwards. 
   
  
   
  23 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  The Giant Clam (actually a Mimic (CR 2; MM, p 
  220)) is guarded by 3 Hunter Sharks (CR 2; MM, 
  p 330). When characters enter the room, the 
  sharks attack.  
   
   After the mimic dies, it melts away to reveal a 
  Pearl of Power.  
   
   The spiral staircase leads to the second floor 
  of the tower, which houses a war room used by 
  Zavar and his generals to plan battle tactics. A 
  large table with a 3D map of Phlan, Melvaunt, 
  Thar, and the Dragonspine Mountains 
  dominates the center of the room. Small tokens 
  made of shells are placed around the map, 
  representing detachments of troops. A DC 11 
  Intelligence (Investigation) check reveals a 
  hidden compartment in the table. Inside are 
  several official documents, signed by Zavar, 
  ordering the construction of Underwater Phlan 
  and detailing his plans to take over Phlan and 
  the surrounding area.  
   
  Epilogue 
  Prince Seaque takes the documents and thanks 
  the characters for their help. He offers them the 
  Pearl of Power and a delicate shell necklace 
  worth 200 gp in exchange for their help. He 
  plans to return to Xalanthia and, using the 
  documents, depose Zavar and take his place as 
  rightful king. 
   
   
  
   
  24 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   
   
  
   
  25 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  The Woman by the Cliff 
  By Beatriz T. Dias 
  @BiaTDias19 
  Art: Jacob Blackmon 
   
  Estimate run-time: 35 to 90 minutes 
   
  This encounter is meant to be played by a party 
  of 4 level 5 characters.   
  Synopsis 
  A woman asks the party to help her retrieve a 
  necklace that she dropped in the ocean. If the 
  party collects her necklace and give it back, 
  she’ll reward them, if they keep the necklace, 
  she’ll curse them. 
  Plot Hook 
  A woman awaits the party as they walk on a cliff 
  near an ocean or similarly large body of water. 
   
  Approaching the Woman 
  Read or paraphrase the following: 
   
  Standing near the cliff is a person, covered in 
  golden robes that flow with the wind. It looks 
  like a human woman, looking into the sea as if 
  she’s waiting for something. 
   
  The woman is Adney (Mage CR 6; MM, p 347), a 
  follower of Tymora that spends her time testing 
  would be adventurers. Right now, she is setting 
  up a new test and is looking for adventurers 
  daring enough to clear it. But she’ll keep those 
  intentions a secret. 
   
       Adney claims that a necklace very dear to her 
  fell into the water (she dropped it on purpose) 
  and is willing to give 100 GP to whoever 
  retrieves it. 
   
  The cliff has 35 ft. of sheer rock face until it 
  reaches the water, and the water below is dark 
  and 80 ft. in depth. 
   
  Note: While some parties can come up with clever 
  ideas to stay underwater for a long-time, others will 
  not. At the DM’s discretion Adney can know the spell 
  water breathing and use it to help the party. 
   
  Diving 
  After getting into the water there is an 80 ft. 
  swim straight down until the bottom can be 
  reached. Apart from small waves on the surface 
  the water is calm. 
   
       The necklace emits a soft blue glow and can 
  be spotted from 30 ft. away. If someone wants 
  to spot the necklace from further away, they 
  must succeed on a Wisdom (Perception) skill 
  check based on their distance to the necklace. 
  See table below for the values needed. 
   
  Distance to the 
  necklace 
  Perception DC 
  needed 
  40ft. 
  10 
  50ft. 
  12 
  60ft. 
  14 
  70ft. 
  16 
  80ft. 
  18 
   
       As soon as someone can look beneath the 
  waves in the water, they will be able to see 4 
  Reef Sharks (CR 1/2; MM, p 336) swimming at 
  40 ft. of depth. These sharks attack as soon as 
  someone dives more than 10 ft. (and the sharks 
  notice them). 
   
  In the bottom of the sea 
  The necklace is laying on the soft sand near the 
  cliff, but beside it, in a big hollow on the cliff 
  wall, is a sleeping Pollvu.  
   
       Pollvus are a dangerous type of giant 
  octopus. If disturbed the Pollvu’s first reaction is 
  
   
  26 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  to attack, but it won’t pursue an intruder 
  outside of its lair. 
   
       The necklace is well within reach of the 
  Pollvu’s tentacles (it’s 5ft. away from the beast). 
  A successful Dexterity (Stealth) check vs the 
  beast’s passive Perception is enough to grab the 
  necklace without waking up the Pollvu. 
   
  Returning the Necklace, or not 
  Once the necklace is in the party’s hands a 
  simple DC 11 Intelligence (Investigation) check 
  reveals that the necklace is worth more than 
  what Adney promised. The golden necklace is 
  worth 1,000 GP.  
   
       If the party returns the necklace to Adney 
  she reveals herself to be an agent of Tymora 
  and rewards the party with the promised 100 
  GP and a Charm of Adventure to each one of 
  the party members. 
   
  Charm of Adventure 
  This charm has 3 charges. You can use an action to 
  spend a charge and give yourself the benefits of a 
  potion of vitality, or a potion of heroism. Once all the 
  charges have been expended the charm fades from 
  you. 
   
  If the party doesn’t return the necklace to 
  Adney she curses each one of them with a  
  Curse of the Liar. 
   
  Curse of the Liar 
  While this curse is on you, all Persuasion and 
  Deception checks you make have disadvantage. The 
  curse can be removed by a remove curse spell. 
   
  To detect that you are under this curse, someone 
  must succeed on a DC 15 Intelligence 
  (Arcana/Religion) check.The party can also make 
  Adney think they returned the necklace while still 
  keeping it. There is no magic in the necklace, so if 
  the party gives her a fake and she doesn’t realize it, 
  she’ll grant the blessing, though perhaps with 
  disastrous effects when Adney discovers the forgery 
  later 
   
       Whatever choice the party makes, at the end 
  of the encounter award 2,000 XP equally 
  divided amongst party members. 
   
   
  
   
  27 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Pollvu 
  Large Beast, unaligned 
  Armor Class 11 (natural armor)  
  Hit Points 127 (15d10 + 45) 
  Speed 5ft., swim 20ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  15 (+2) 
  4 (-3) 
  10 (+0) 
  4 (-3) 
  Skills Perception +5, Stealth +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages none 
  Challenge 5 (1 800 XP) 
   
  Hold Breath. While out of water, the Pollvu can hold 
  its breath for 2 hours.  
   
  Underwater Camouflage. The Pollvu has advantage 
  on Dexterity (Stealth) checks made while 
  underwater.  
   
  Water Breathing. The octopus can breathe only 
  underwater.  
   
  Actions 
  Multiattack. The Pollvu can make 3 Tentacle attacks 
  per attack action. 
   
  Tentacles. Melee Weapon Attack: +6 to hit, reach 15 
  ft., one target. Hit: 10 (2d6 + 4) bludgeoning 
  damage. If the target is a creature, it is grappled 
  (escape DC 15). Until this grapple ends, the target is 
  restrained, the Pollvu can only grapple 3 creatures at 
  the same time. 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 22 (3d12 + 4) piercing damage. 
   
   
  
   
  28 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  The Bloody Bootleg  
  By Cameron Ackerson 
  @thedndcoalition 
  Art: Courtesy Wizards of the Coast 
   
  Estimated run-time: 60 to 90 minutes 
   
  The Bloody Bootleg is a short exploration 
  adventure designed for five characters level 3-5. 
  This adventure can be adjusted to suit higher-
  level characters.  
  Background 
  Out on the open seas, the looming threats are 
  endless. There are deep-sea creatures and 
  fierce, winged beasts capable of flying long 
  distances, but one of the most menacing and 
  feared among the myriad dangers are the 
  legends of undead pirates forever haunting the 
  Sword Coast. The Bloody Bootleg is a haunted 
  ghost ship whose captain is capable of much 
  worse than just pillaging the treasures of 
  unsuspecting travelers. He steals their blood, 
  sometimes leaving them with a debt to pay... 
  Plot Hook 
  This encounter may be used as a solo 
  encounter, or you can plant it in your adventure 
  as a part of a side quest/character background 
  development. It is meant to be difficult enough 
  to instill the fear of a TPK within your players 
  but with the safety net of not actually ruining 
  the entire campaign. If the players are defeated 
  in combat, Captain Von Balthazar will recognize 
  their potential and let them leave with their 
  lives, but with a debt owed.  
   
   The party may have heard rumors about the 
  pirate ship the Bloody Bootleg, as its legend has 
  stood for centuries. The ship’s leader, Captain 
  Von Balthazar, is a cursed undead, unfailingly 
  loyal to his beloved wife. She is a vampire, 
  slumbering below deck, who only returns to the 
  waking world once a year. Captain Von 
  Balthazar scours the seas all year, preying on 
  men and creatures alike, seeking enough blood 
  for her resurrection. 
   
   Rather than killing the party, the Captain will 
  make a blood pact with them, offering them 
  freedom in exchange for enough blood to 
  resurrect his wife before the next full moon. 
  Approaching the Storm 
  As the party sails the open seas, read or 
  summarize:  
  After several days of clear blue skies and calm 
  waters, it is almost cruel fate that dark skies and 
  rougher waters are up ahead. Several miles off 
  into the distance, the sun hides behind dark 
  clouds of a squall or storm. It soon becomes 
  clear that this isn’t a normal storm.  
  
   
  29 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Any adventurer can attempt a DC 14 Wisdom 
  (Survival) check to see if they can notice the 
  difference in these clouds. Consult the below 
  table to determine what they see. 
   
  D20 
  Result 
  14-
  16 
  The storm seems to be small and localized 
  enough that they can attempt to go 
  around it 
  17-
  19 
  It seems that the storm is traveling directly 
  towards their position 
  20+ 
  It seems that the dark clouds contain a 
  deep crimson hue 
   
  Environs of the Storm 
  General Features 
   
  Terrain. Very rough waters. 
   
  Weather.  The temperature becomes much warmer, 
  despite the normal climate of the continent.  
   
  Light. The low, thick clouds have caused it to become 
  very dark and slightly foggy, putting visibility at 60 feet. 
   
  Smells and Sounds. The sounds of the waves crashing 
  against the party's boat makes communication difficult. 
  The air becomes thick and hard to breathe. 
   
  Going Around the Storm 
  If the party tries to go around the storm, read 
  or summarize: 
  It appears the storm is still headed straight in 
  your direction, regardless of your heading. As 
  the storm looms nearer, it appears to pick up 
  momentum and approaches faster and faster. 
  The light rain and calm waters quickly shift into 
  a torrential downpour as the waves become 
  treacherous. The rain falls in heavy sheets, 
  cutting visibility. The roar of the violent winds 
  and the sound of waves crashing into the boat 
  are so fierce that even yelling may not be loud 
  enough to communicate with each other. 
  The air becomes moist, thick, and hard to 
  breathe. 
  The storm quickly intensifies. Party members 
  who are not used to the dangers of storms in 
  the open waters attempt a DC 10 Wisdom 
  saving throw. On a success, they can continue 
  to help man the ship. On a failure, they become 
  frightened of the storm. A frightened character 
  can repeat the saving throw at the end of each 
  of its turns, with a success ending the 
  frightened effect. 
  DM Flavor with Character Backgrounds 
  If you have party members with a sailor background, you 
  may allow them to roll with advantage. You can allow this 
  with all Perception, Investigation, or Survival checks if you 
  choose.  
   
  Embracing the Storm 
  As the party continues through the storm, read 
  or summarize: 
  Now completely engulfed by the storm, the hull 
  of the bucking ship groaning in protest against 
  the rough waters. Some of the hired crew 
  crouch and cower in fear, while others tie ropes 
  around the main mast of the ship to hang on to. 
  Barely audible amongst the chaos and roar of 
  the crashing waves sounds a crack! The smaller 
  mast closer to the bow of the ship has been 
  struck by lightning, and the base is consumed 
  with an unnatural blue flame that is growing by 
  the second.  
  The base of the front mast is currently on fire, 
  and adventurers must put it out in order to 
  prevent the flames from burning down into the 
  deck of the ship. Time is of the essence here: 
  after 3 failed attempts to extinguish the flames, 
  the fire burns the through the floorboards 
  enough to expose the cargo hold containing the 
  ships supplies and food stores.  
   
  The flames can only be put out by smothering 
  (blanket, dirt, sand, etc.), or if targeted by a 
  dispel magic spell. If smothering the flames 
  have the party preform a DC 12 Dexterity group 
  check. If the party succeeds three times before 
  failing three times, they successfully smother 
  the flame before that food stores and supplies 
  are damaged. 
  
   
  30 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Where Did They Go? 
  After the party extinguishes the flames, read or 
  summarize: 
  After the commotion of putting out the flames, 
  a nearby crew member points out that the 
  wooden figurehead at the front of the ship 
  appears to be missing.  
  The Figurehead 
  Allow party members to take a brief moment to 
  inspect what has happened to the figurehead. A 
  DC 12 Intelligence (Investigation) check reveals 
  a thin line of scorched wood travels from the 
  burnt mast where lightning struck to the 
  missing figurehead (which was previously a 
  carving of two women. It appears that the wood 
  surrounding where the figurehead had been is 
  scorched and contain small claw marks; but 
  otherwise the damage was minimal. There are 
  no remnants to be found. 
  Sea Hag on Deck 
  The magical blue flames have caused the two 
  women in the figurehead to turn into sea hags 
  (CR 2; MM, p 179).  
   
  Allow the encounter to happen after they get 
  the chance to inspect the area. Unless a party 
  member is actively performing a DC 12 Wisdom 
  (Perception) check or has a Passive Perception 
  of 12 or higher, the sea hags surprise the 
  adventurers. 
   
  Alternative Monsters 
  Your characters ship may have a different figurehead, or 
  even no figurehead at all. In which case, you may choose a 
  different creature or creatures appropriate to your party’s 
  level. 
   
  For example; if there is no figurehead, the blue flames 
  crawl over to a few barrels or crates which animate into a 
  mimic (CR 2; MM p 220, or a coil of rope creating a roper 
  (CR 5; MM p 261)  
   
  As the party kills off the hags, they revert into 
  their wooden forms on the deck of the ship, in 
  the position they were in while in their original 
  figurehead form. 
   
  A Slight Reprieve 
  After the party defeats the last remaining sea 
  hag, read or summarize: 
  After delivering the killing blow to the last 
  remaining sea hag, her body shudders and 
  reverts to back the original weathered wood of 
  the figurehead, then lays motionless on the 
  deck. Hope is briefly restored as there seems to 
  be a slight break in the rage of the storm. One 
  of the crew members suddenly comes bursting 
  out from the Captain’s chambers, panting and 
  covered in seaweed. He cries, “The Captain, 
  he’s gone!”   
  If the party chooses to see what is going on with 
  the storm, allow a DC 10 Intelligence (Nature) 
  check to discover that they have found a pocket 
  of calm air within this massive storm cloud. It is 
  not the eye of the storm, but a break, 
  nonetheless. 
   
  As the party rushes to the Captain’s chambers, 
  allow a DC 12 Intelligence (Investigation) check 
  to determine the following: 
  D20 
  Result 
  12-14 
  the window at the stern of the ship, 
  located in the Captain’s chambers has 
  been shattered. Broken pieces of glass lie 
  all around. No signs of blood 
  15-18 
  this glass was built to withstand storms 
  like this, and should not have shattered. 
  By the amount of water in here caused by 
  the exposed window they can tell that 
  the kidnapping likely happened during 
  the encounter with the sea hags 
  19+ 
  around the Captain’s desk and on some 
  of the exposed shards of glass, there are 
  a few slimy pieces of green flesh, along 
  with small pieces of coral on the floor 
   
  
   
  31 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  The Captain was nabbed by a sea spawn (CR 1; 
  VGtM, p 189). The attack on the bow of the ship 
  was a distraction in order to kidnap the Captain. 
   
  At this point there is nothing the adventurers 
  can do but try and find the Captain with 
  visibility still less than 60 feet. The slight break 
  in the storm isn’t too long but long enough to 
  allow for a short rest. 
   
  Storm’s Vengeance 
  As the ship drifts slightly in this small pocket of 
  calmer waters, a bewildered cry comes from 
  the crow’s nest as the ship starts to rock 
  intensely once again. It seems that the reprieve 
  in the storm’s anger only caused it to come 
  back with vengeance. As the crewmember 
  frantically makes his way down the mainsail 
  from the crow’s nest, there is a look of sheer 
  terror on his face as he points to the 
  starboard(right) side, “BLOOD!” Looking out, 
  you see in the near distance that the dark, ever-
  looming fog has a deep crimson hue to it and is 
  quickly heading in your direction. 
  Captain Von Balthazar and his crew are heading 
  towards the ship that the adventures are on. 
  They roam the seas preying on wayward 
  adventurers, oftentimes completely destroying 
  their ships after collecting the crew’s blood to 
  feed the captain’s vampiric wife. The Bloody 
  Bootleg is a massive ship, much larger than the 
  one that the adventures are currently on. The 
  ship itself serves as the eye of the storm; 
  carrying a crimson cloud overhead wherever it 
  goes.  
   
  The weather quickly takes a turn for the worse 
  as the wind begins to pick up. As the crimson 
  fog ahead overtakes the adventurers, allow a 
  DC 14 Intelligence (Nature) check and consult 
  the following table. 
   
   
   
  D20 
  Result 
  14-16 
  The ship is being drawn into the eye of 
  the storm 
  17-18 
  Getting out of the storm is not an option. 
  At this point if they don’t try to fight the 
  storm, and let the sails down it will cause 
  less damage to the ship. This will 
  hopefully give them a better chance of 
  surviving once the storm passes. (That is, 
  if it passes). 
  20+ 
  This is not a natural storm or hurricane. 
  There is a supernatural force compelling 
  them into the eye 
   
  Adventurers can let the sails down and allow 
  themselves to be sucked into the eye of the 
  storm, or they can attempt to escape the storm 
  and risk sinking the ship. Either way, they are 
  doomed to suffer the fate of the Bloody 
  Bootleg. 
   
   
  
   
  32 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Option A. Fighting the Storm 
  Have the party tell you what they are going to 
  do to try to escape the storm. Let them be 
  creative and award inspiration for clever ideas. 
  Their ideas may be resourceful enough to allow 
  them to escape the storm this time but, 
  ultimately, their efforts will prove futile.  
   
   The captain of the ship needs to feed his 
  hungry wife. He becomes a menace to the 
  adventurers, stalking them from a distance until 
  he sees they are unprepared or anchored for 
  the night. He and the storm eventually 
  overcome the adventurers and damage their 
  ship, snapping the mainmast in the process, 
  which causes them to travel at half-speed. 
   
  Once completed, read or summarize: 
  Hope for survival wanes as the omnipotent 
  thrashing of waves crashes against the side of 
  the ship. The hull groans and creaks in protest 
  against the destructive waters and the main 
  mast groans against the powerful winds until it 
  finally succumbs from the strain. Crew 
  members barely jump out of the way as the 
  mainstay lets go and the top half of the main 
  mast cracks, collapsing and toppling down onto 
  the deck of the ship before sinking down into 
  the depths of the ocean. 
  Move on to Brace for Impact! 
   
  Option B. Letting the Storm 
  Overcome 
  The crew have experienced storms like this and 
  know that surviving it requires reducing sail 
  drastically and running with just a storm jib. 
  With the buffeting winds and waves it becomes 
  increasingly more difficult to see due to the 
  thickening fog. as crew members work together 
  to preserve the sails, the wind and crashing 
  waves become so intense that you are forced to 
  hold onto the nearest secure part of the ship. 
  The Bloody Bootleg causes the water around 
  the characters’ ship to change. A creature 
  succeeding on a DC 8 Wisdom (Perception) 
  check notices the water surrounding the ship 
  has turned to blood.  
  Move on to Brace for Impact! 
   
  Brace for Impact! 
  The mist from the waves crashing against the 
  ship starts to feel warmer as it lands on your 
  skin. The darkness caused by the fog has made 
  it hard to make out details on the ship deck. 
  You wipe the moisture that has accumulated on 
  your face from the mist but as you look down 
  you see your hand is covered in blood.  
  Across the deck you see that the mist coating 
  the deck is blood. Suddenly, there is a cry from 
  the front of the ship, “BRACE FOR IMPACT!”  
  The limited visibility due to the thick fog has 
  made it impossible to see much farther than 30 
  feet ahead. Immediately in front of your boat is 
  the hull of a much larger and older looking ship. 
  A ship in which you are on a … Crash!!!  The 
  impact is severe. 
  
   
  33 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  Have each character make a DC 12 Strength 
  (Athletics) or Dexterity (Acrobatics) saving 
  throw and consult the below table: 
   
   Adventurers who fall into the water do not 
  land in seawater, but blood instead. Have those 
  who fell into the water roll a DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check to 
  climb back on board. Should other adventures 
  choose to help by throwing a rope overboard, 
  allow them to roll with advantage. 
   
   For every round after two rounds that a 
  character is in the water, a successful DC 11 
  Constitution saving throw is required. On a 
  failure, the character suffers one level of 
  exhaustion after fighting the crashing blood 
  waves. 
  The Bloody Bootleg 
  Once all party members have recovered from 
  the impact with the Bloody Bootleg and are 
  back on deck, read or summarize the following: 
   As waves continue to crash around the two 
  ships that have now collided together, it 
  becomes evident that your ship is the smaller of 
  the two… much smaller. The deck of the 
  imposing ship stands about ten feet higher than 
  that of your own. Written on the heavily 
  weathered boards on the side of the ship you 
  can make out a name: Bloody Bootleg. It takes 
  you all a moment to realize that no one appears 
  to be currently onboard the ship and that your 
  boat is heavily damaged and foundering. 
  The ships have collided in a manner that both of 
  them are still floating, but the one the 
  adventurers are on is heavily damaged. They 
  can jump over to board the Bloody Bootleg with 
  a successful DC 10 Strength (Athletics) or 
  Dexterity (Acrobatics). Failed checks will result 
  in players falling into the rough waters below 
  (see above for consequences). This roll may be 
  done with advantage if players use a rope or 
  ladder to assist them.  
   
  General Features of Bloody Bootleg 
   
  Hull. Very weathered, sea worn wood with missing 
  planks in various spots. 
   
  Mast and sails. The three masts of the ship stand tall 
  and proud, boasting a ripped, tattered black sail that lies 
  almost motionless, even though they are in the middle of 
  an intense storm.  
   
  Deck. Using the deck of the party’s ship as a point of 
  reference; the middle section of the three-tiered deck 
  rests 10 feet above the deck of the adventurers’ ship, the 
  bow of the ship is 15 feet higher, and the stern is 20 feet 
  higher. 
   
   Once the adventures board the ship, the boat 
  looks completely abandoned and stripped of 
  anything valuable other than very detailed and 
  intricate carvings of pirates and skeletons on 
  the walls, masts, and banisters throughout the 
  ship. 
   
   The goal is to get the adventurers to search 
  the Captain's quarters on this ship. There they 
  will find their Captain hanging from the ceiling 
  in the center of the room, currently 
  unconscious and bleeding out above what looks 
  to be a funnel that has been built into the 
  center of the room, leading into the chambers 
  below.  
   
   
  D20 
  Result 
  8 or less 
  The adventurer is knocked prone and 
  falls into the water 
  9-11 
  The adventurer is knocked prone 
  12+ 
  The adventurer manages to hold on 
  to something on the ship 
  
   
  34 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  They can easily untie and stabilize him. With a 
  DC 12 Intelligence (Investigation) check some 
  information about the Captain’s cabin can be 
  learned: 
   
  The Wardrobe 
  Inside the wardrobe is the sea spawn (CR 1; 
  VGtM, p 189) that initially captured the Captain. 
  Before he is found, he will burst out of the 
  wardrobe and try to run out of the room, using 
  his Poison Quill ability on whoever is closest to 
  the wardrobe. Allow for opportunity attacks for 
  those who are in range.  
   
   If the sea spawn manages to survive the 
  round of combat while running out of the room, 
  he will join the awaiting undead crew on the 
  deck of the Bloody Bootleg. 
   
  The Secret Door 
  As the adventurers attempt to open the secret 
  door, the Captain barges into the room from 
  the main door (see Meeting the Captain). 
   
  Captain Von Balthazar 
  When the adventures leave these chambers, 
  they are met on the deck of the ship by Captain 
  Von Balthazar, an undead male humanoid who 
  is currently wiping blood from his wickedly 
  curved scimitar. Behind him stands his crew of 
  undead pirates. The party can look down at 
  their ship and see that nearly all of their crew 
  members have been brutally slaughtered. The 
  surviving few are being held with blades at their 
  throats by Captain Von Balthazar’s crew. 
   
  Meeting the Captain 
  When the adventurers meet Captain Von 
  Balthazar for the first time, read or summarize 
  the following: 
  The decaying figure standing before you wipes 
  the blood of your allies from his curved blade 
  with his hand, and then proceeds to wipe it on 
  some carvings on the vessel. As he does so, the 
  intricate carvings of the undead pirates on the 
  wood begin to move and crack out of the mast 
  itself, forming into yet another one of the 
  unsavory captain’s henchmen. With a deep 
  guttural laugh, the Captain gloats before he 
  says, “Well, well, it appears that our fresh blood 
  could withstand a little storm.“ 
   
  As he says this, members of his undead army 
  begin to circle and herd you to the center of the 
  main deck. Giving you a thorough look of 
  admiration and contempt, the Captain says, 
  “‘Tis nearly a tenday away from my beloved’s 
  resurgence. Will you aid in my hunt for blood, 
  or quench her thirst with your own? What say 
  you?” 
  This question presents two possible scenarios.  
  The party can solve their problem by diplomatic 
  means and pledge allegiance to Captain Von 
  Balthazar, aiding him in his hunt for blood, or 
  they can attempt to battle it out with him and 
  his crew. 
   
  A Blood Oath 
  If the party agrees to help aid Captain Von 
  Balthazar, he tells them that it is their mission 
  D20 
  Result 
  12-14 
  The hole in the floor seems to be a 
  funnel that leads into the lower 
  chambers of the ship 
  15-16 
  There is a portrait of a beautiful 
  woman above a desk along the back 
  wall of the room 
  17-19 
  There is the same type of slimy 
  pieces of green flesh, along with 
  some small pieces of coral on the 
  floor. Footprints lead to a wardrobe 
  on one wall in the room 
  20+ 
  Adventures find a secret door that is 
  locked. It leads down to the room 
  where the Captain’s beloved’s coffin 
  is. 
  
   
  35 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  to return to him with the blood of 20 souls, 
  delivered in casks or barrels.   
   
   He will share with them the tale of his 
  beloved, cursed wife, who can only come to life 
  once a year after her blood oath has been 
  fulfilled. She resides in a coffin below deck 
  where the funnel in the Captain’s chambers 
  leads to.  
   
   He will also repair their ship using the bodies 
  of his cursed crew who can transform into 
  wood at will.  
   
   The Captain will demand a small drop of 
  blood from each of the characters before letting 
  them go as a means to track them and to make 
  sure that they deliver what they agreed upon. 
  To find the Captain once they have collected 
  the blood and hold up their end of the bargain, 
  all they have to do is “seek out the Crimson 
  Storm.” If they hold up their end of the bargain, 
  you can consider their debt paid and reward 
  them appropriately. If they do not, then they 
  have created a powerful enemy, an enemy that 
  can always find them and their blood. 
   
  Non-Diplomatic Means 
  If the adventurers decide to attack Captain Von 
  Balthazar and the crew, they will fight to the 
  death. Captain Von Balthazar’s statistics are 
  below and the crew members are skeletons (CR 
  1/4; MM, p 272). Adjust the encounter 
  accordingly: 
  Scaling the Combat 
  ● Levels 1-2: fight only Captain Von Balthazar; the 
  remaining friendly crew members will jump in and fight 
  the skeleton crew 
  ● Levels 3-4:  Captain Von Balthazar and 6 skeletons 
  ● Level 5-6: Captain Von Balthazar, 10 skeletons, and 1 
  priest (CR 2; MM, p 348) 
  ● Level 7+: Captain Von Balthazar, 10 skeletons, and 1 
  mage (CR 6; MM, p 347) 
  Beloved’s Coffin 
  The Captain’s beloved is located in a coffin in a 
  secret chamber below deck in the hull of the 
  ship below his personal chambers. The blood 
  that funnels down from his chambers pours 
  directly on top of her coffin. 
  The only way into the coffin’s chamber is a 
  secret door in the Captain’s cabin floor. If the 
  coffin chamber’s secret door is found and they 
  have not yet encountered Captain Von 
  Balthazar, he will storm in to his cabin with his 
  crew – Read dialogue in the “Meeting the 
  Captain” section of Captain Von Balthazar. 
   
  If the adventures successfully open the coffin: 
  Without the appropriate blood sacrifice, they 
  will see the beautiful pristine body awaken and 
  rise to attack them, but she will quickly turn to 
  ash before getting the chance.  
   
  Upon her body turning to ash, the Bloody 
  Bootleg will start to crumble apart and sink very 
  quickly. Roll 2d6 for number of combat turns 
  before the ship falls apart and dissolves, sinking 
  all remaining treasures within. 
  Treasure 
  Below deck is a treasure horde from all of the 
  other items Captain Von Balthazar has collected 
  over the years.  
  50 pp, 300 gp, 500 sp, 900 ep, and 1,000 cp 
  12 gems worth 25 gp each 
  A potion of heroism (DMG) 
  A bag of beans (DMG) 
  A pair of sending stones (DMG) 
   
  HOWEVER: If Captain Von Balthazar is defeated 
  and the adventurers successfully open his 
  beloved’s coffin, the Bloody Bootleg begins to 
  crumble apart over the course of 5 days. On the 
  6th day, the ship can no longer float and sinks to 
  the bottom of the sea.  
   
  This effect can be stopped if the ship is targeted 
  by a remove curse spell.  
   
  Conclusion 
  If the adventures make a deal with the Captain, 
  you can use him as a plot device later on. 
  Perhaps the party kills him and steal the coffin 
  of his beloved and auction it off once they get 
  
   
  36 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
  to port. Maybe they never find the coffin and 
  his beloved will one day return for revenge.
  Captain Von Balthazar 
  Medium undead, chaotic evil 
  Armor Class 17 (splint)  
  Hit Points 58 (9d8+18) 
  Speed 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 10 (+0) 
  Damage Immunities poison, necrotic 
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, poisoned 
  Skills Athletics +5, Perception +2 
  Senses darkvision 60 ft., passive perception 12 
  Languages common 
  Challenge 3 (700 XP) 
   
  Undead Fortitude (optional). If damage reduces 
  the Captain Von Balthazar to 0 hit points, he must 
  make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, Captain Von 
  Balthazar drops to 1 hit point instead. 
  Actions 
  Multiattack. Von Balthazar makes two scimitar 
  attacks.  
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 
  (1d10+3) slashing damage if used with two hands. 
   
   
  
   
  37 | E n c o u n t e r s  o n  t h e  S a v a g e  S e a s  I I I  F R E E  
   
   
   
  I hope you enjoyed the encounters! 
  You may also enjoy a few of my other products: 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeff C Stevens/Encounters on the Savage Seas III.pdf