Shipwreck of The Sea Mephit v1.3
Shipwreck of The Sea Mephit v1.3
hipwreck of the Sea Mephit is intended The sun is about to set, so they head below deck to ȴnd a
for four characters with an average party way to pass the time until they feel tired enough to sleep.
level (APL) of 3. Characters who complete Each party member should choose where they want to
this adventure should earn enough spend the next few hours. They can choose from any of
experience to reach 4th-level. The the following:
characters are aboard a ship when it
wrecks in a storm and must survive until The Living Quarters
rescued.. This campaign takes place in Arden, although it
The Mess Hall
can be set in your own world. Any party composition
should be able to ȴnish the adventure with intelligent play. The Cargo Hold
Adventure Hooks Have each party member in the living quarters roll
percentile dice.
A Leisurely Voyage. The party is headed for Valhenge,
but they have some time to kill so they opted for a cheap On a result of 0-25%... They dream of terrible things
but roundabout way to get there. They plan on stopping beneath the waves. Have them make a DC 15 Wisdom
o in Lustra for a day or so before heading to their true save. If they fail, they make all rolls at disadvantage
destination. until they take a short rest to calm themselves down.
Hired Hands. The party was hired to protect the ship
against pirate attacks. They were granted free passage to On a result of 26%-50%...
Lustra and then Valhenge and promised a bonus if they The dreams are clouded, but a sense of doom still
repelled any pirates encountered along the way. manages to creep in. Have them make a DC 15 Wisdom
Guarding the Package The party was hired to escort a Save. If they fail, they lose any inspiration they may
package from Lustra to Valhenge. Their transport aboard have had.
the Sea Mephit was paid for in advance and they’re
On a result of 51%-75%...
supposed to meet up with a contact once the boat docks.
No dreams come to them. They sleep soundly rest
peacefully. Nothing happens.
Sailing the High Seas On a result of 76%-100%...
The characters ȴnd themselves on the main deck of a Beautiful visions dance in their heads. The sights sooth
cargo ship called the Sea Mephit. It’s currently on its way their souls and warm their hearts. They may each add
to Lustra where the captain plans on picking up a load of 1d10 to a roll they make in the next 24 hours.
Lustrian spice before heading south to Valhenge. The trip
all in all should take about two weeks so they have settled
in for a relaxing journey..
Th M
The Mess Hall
H ll Th Cargo
The
T C g Hold
H
Hoold
Plates of food are passed around while Crates and barrels full of goods line the walls
barrels of water and oranges are emptied for of this space. Stacked to the ceiling and
all to enjoy. The crew sing shanties, share strapped to the walls, they are ready for the
bottles of rum, and tell tales of home and roughest of seas.
loves in ports far away.
Sea Charts
These can be found in the crate at 4A. However, if
someone rolled 76% or higher in the Captain’s Ready
Room, they remember all the information needed to
set their raft on the right course.
Whenever a party member goes into the water, roll 1d8 A party member can leap from on rock to an adjacent one
(1d12 if they spotted the sharks). On a roll of a 1, the by making a DC 10 Strength (Athletics) check. Failure
sharks attack. Each time someone enters the water, roll means they fall short and end their movement in the
again for the sharks to see if they attack. The next time water in between them. Climbing onto the rocks takes 10
someone enters the water, the sharks attack on a 1 or 2, ft. of movement by oneself or 5 ft. if helped by another.
then a 1, 2, or 3, and so on. The sharks begin 40 ft. away Anyone looking for the sharks from atop the rocks gains
from the party member who triggered the roll. advantage on their roll.
If the sharks are defeated, another group will show up
once the party has collected half the required supplies. If 4A. Sea Charts
this has already occurred, continue to make rolls as above
to see if a new group of ȴve reef sharks show up and The remains of what appear to be the captain’s desk ȵoat
attack. amongst the smaller bits of debris. It is pretty banged up,
As the players explore the wreckage, ȵotsam, ȵoating but it appears mostly intact. One of the drawers has come
cargo, etc. use the paragraphs below to describe what they out and is ȵoating beside it. Numerous leather cases lie
see and see how to run that location. scattered around it as well.
The desk contains the waterlogged papers, logs, and
1. Island Camp journals of the captain. There are multiple map cases
ȵoating around it. One contains the sea charts the party
Bozek has erected a makeshift shelter here. There is needs. Checking a case is a standard action. roll 1d6. On a
enough room for everyone to sleep in the shade, albeit roll of a 6, they ȴnd the right case. For each subsequent
with little room between them. There are minimal roll to see if they ȴnd the right case, add 1d6. Any die
supplies, just enough to last them through the day. There showing a 6 means they succeed.
is also a ȴre pit, although it is currently out.
The party will not ȴnd anything useful here to start, 4B. Potable Water
although, this is where they will bring anything they ȴnd
out in the water. Long resting here can remove a level of A large wooden barrel ȵoats alone in the surf. They can tell
exhaustion. by the size and type that it holds drinkable water. Due to
its size, it will take some eort to wrangle to shore.
2. Big Tree Island The barrel takes up a 5-foot square. It weighs about 350
lbs. Anyone trying to move it can do so by grabbing hold of
This island is dominated by a large palm tree almost 5 ft. it and swimming behind it. They can move it 10 ft. with a
thick. The tree is barren of coconuts or other food. It does single move action.
provide some shade from the blistering daytime sun,
however. Bozek has chosen a spot under the largest palm 4C. Dried Food
frond to rest.
If the party searches around the tree for anything useful, This large crate was in the mess hall last night. Clearly it
have them make a DC 20 Intelligence (Investigation) contains something food related. As they get closer, they
check. If they succeed, they notice one spot nestled can see it survived the wreckage pretty much intact. The
against the base of the tree looks as though it was rope that once lashed it to the wall of the mess hall is still
previously dug up. If they dig, they ȴnd a chest with the attached to it. They could use it to pull it back to shore.
following: The crate takes up a 5-foot square. It weighs about 250
lbs. Anyone trying to move it can do so by grabbing hold of
225 Gold Pieces the rope and pulling it behind them. They can move it 10
ft. with a single move action.
49 Silver Pieces
As they grab onto this crate, it turns and tumbles with 5B. The Captain’s Ready Room
ease. Unfortunately, it's empty.
The crate here has no supplies in it: However, it can be The door to the ready room opens, but only slightly. You
used to stabilize the raft by providing additional buoyancy. can make out some barrels and furniture that have slid
Since it is empty, it can be pushed to shore without any back and jammed the door mostly shut. With enough
movement penalty. force, you might be able to push past it all.
To open the door, the party must succeed on a DC 20
4I. Fishing Gear Strength check to move everything back enough that the
door can properly open. Having a combined strength of 30
A wicker basket ȵoats along, the waves rocking it to and pushing at once reduces this DC by 5. If the party fails the
froe. When they reach it, they remove the lid and ȴnd check by 10 or more, the door slams shut dealing 1d4
tackle, lures, bait, and everything else needed to ȴsh out bludgeoning damage to anyone who was trying to move it
on the ocean. and knocking them into the water. If they successfully
The ȴshing gear cannot be used on the island: The make it into the room, they ȴnd themselves in what
sharks have scared away anything worth catching. It will, remains of the captain’s ready room.
however, come in handy once the raft is out on the sea as
ȴsh will be plentiful and the food supply will be ȴnite. 5C. The Captain’s Quarters
5. Main Shipwreck This door, unlike the last one, opens towards you:
However, it is currently locked. You do not see a key
The fore section of the ship looms over them as they anywhere nearby. If there is one, it is probably with the
approach. When the ship broke apart, this portion ran captain…. Wherever he might be.
aground on some large rocks just underneath the waves. The door is locked This can be handled with a DC 18
From what they can tell, the front half of the cargo hold, Dexterity (Sleight of Hand) check if the party member has
the captain’s ready room, and his quarters are all still thieves’ tools. If not, then the door can be forced open
inside. They should be able to access them if they can with a DC 20 Strength check. anyone in front of the door
scale the angled deck. when it opens must make a DC 15 Dexterity save. If they
The rear sloping deck of the cargo hold is slick, and the fail, a piece of furniture from the room comes tumbling
boards are cracked and torn up. To scale it and reach solid down the sloped ȵoor smashing into them for 1d6
footing, a party member needs to make a DC 15 Dexterity bludgeoning damage and knocking them prone.
(Acrobatics) check. Failure means they fall in the water and Inside the room, the captain’s furniture is strewn about.
you roll for the sharks to see if they attack. In the corner, his lockbox lays dented against the wall.
Inside is his magical +1 light crossbow. It shoots magical
5A. The Sunken Chest water bolts, so it never needs ammunition or to be
reloaded. (if he gave it to the party already, then there are
This chest is old, far too old to be from the wreck of the 500 Gold Pieces inside instead.).
Sea Mephit. It is a dark onyx color with an emerald green
trim. Both colors have faded since the chest settled here.
Barnacles have begun to grow on it and some of the
debris from the ship has fallen on top of it.
6. The Flotsam 10. The Escape Raft
Assorted wooden planks, broken barrels and crates, and Bozek, as best he could, built the beginnings of a life raft
other debris ȵoat here. The corpse of a crew member lies here. It is comprised of wooden planks that washed
strewn across a ȵoating wooden beam. His body half ashore after the wreck along with one of the broken pieces
eaten. The wood looks usable, but it will take a few trips to of the main mast. To get it seaworthy will require some
bring it all back. materials and hard work.
The party needs the wooden planks here to expand the This is the party’s main goal during this portion of the
raft’s size. It takes one person four trips to acquire enough adventure. They will need to get the items mentioned
wood. When the crew awakens on the island, there are ȴve previously and then use them to build out the raft to a
Reef Sharks in this area. If the party chooses to investigate seaworthy state.
this area ȴrst and they do not trigger a shark attack, then Once the party has the repair tools and the wooden
the sharks attack as soon as they get here. If the party planks (or the dinghy), they can attempt a DC 15 Wisdom
spots the sharks, place them on the map at this location. (Survival) check to lash everything together to ȴnish the
raft. The party gets bonuses to this check for the following:
7. The Captain’s Body
+2 For having the Empty Crate from 4H.
Floating in the surf is the body of the captain of the Sea
Mephit, Phinneus Volus. Judging by the large gash on his +2 For having the Empty Barrel from 4F.
head he probably hit it on something when the wave hit
+2 For having the Wooden Planks from the Flotsam
and then died when he fell in the water.
OR the Dinghy from 9.
If the party search his body, they ȴnd the key to his
quarters (See area 5C.). If they succeed, the raft is completed and ready to sail. If
they fail, they waste time. Have each make a DC 10
8. The Cook’s Body Constitution save. If they fail, they gain a level of
exhaustion.
At the bottom of the seabed, you can make out what
appears to be another body from the shipwreck. Oddly, it
is not ȵoating like the rest. Into the Wild Blue Yonder
The body is 15 ft. down on the seabed. It is currently When the party has successfully ȴxed the raft and
weighed down by the cook’s half-plate armor he wore collected enough supplies for the journey, Bozek
(against the rest of the crew’s advice). It can be removed approaches them.
from him, but it takes a full minute to do so.
9. The Dinghy All right looks like we’re ready to go. Load up
the raft with the food, water, and anything
A large piece of the ship’s deck is wedged against an else you might’ve found that could be useful.
underwear rock outcropping here. Pinned between the I’ll get to rigging the sail.
two is the ship’s dinghy. It appears to be in good shape
though and could be used to expand the raft Bozek has
been building. If the party found the sea charts, read the following.
It takes a DC 18 Strength check to wrench the dinghy
free from its current position. Doing so is loud, however,
so if the party succeeds, roll for a shark attack. With the charts in hand, I should be able to
plot us a course for the main shipping lanes.
Hopefully, a passing trader will see us and
come to the rescue.