“Turning Tides”
Turning Tides
Difficulty: This adventure is for 4 to 6 level 2 characters.
Run Time: 1 to 2 hours.
Summary
A Sea Hag and her army of boggles are moving an island off the coast. This is causing tidal waves to crash into the town of Seafair, damaging the buildings and ships, and causing interuptions in the movement of the fishing and transport ships that run the local economy.
Setup: Flooding!
Enemy: Hunter Shark (MM330)
The port town of Seafair is flooded! When the party arrives the whole town is under at least ankle deep water, with the water being deeper as they approach the docks. Townsfolk all over are struggling to repair damage and fill sand-bags to stop the water from destroying their homes and businesses. The party are attacked by a hunter shark in the flooded road. The shark smells blood in the water and attacks relentlessly until killed.
Investigation: Mysterious Island.
Upon investigating the town, the party can find the following information:
Belmont Ritter:(Scout MM349) This sailor swears that he saw a new island off the coast last time he was out and that it must be the cause of the rising water.
Mathias Dumein:(Bandit MM343) This sailor says a strange oil film has been seen on the ocean surface lately around these parts. He thinks it's a omen of bad seas.
Bran Sutton: (Commoner MM345) The bartender says that there have been an increase in shark attacks lately. (The waters are full of hunter sharks that will attack the PCs if they try to swim to the island.
Katrine Ingram: (Priest MM348) This priestess at the local temple is concerned about the recent storms that have been happening off the coast. She thinks they are not natural and may be judgement from the gods.
Titiania Beck: (Noble MM348) The Mayor of Seafair is willing to pay 1000 gold to anyone who can stop the flooding.
Barid Holland: (Acolyte MM342) Titania's scribe. If the players agree to help the town, Titania sends Barid with them to assist and observe. Barid will fight with them in the climax.
Kerri Gudrun:(Bandit MM343) Captain of the Floppy Seal, she will take the group to the island with a DC15 Persuasion, DC20 Intimidation check or 100gp.
Aber Corbin:(Commoner MM345) Captain of the Meek Toadstool, he will take the group to the island with a dc15 persuasion check or DC10 intimidation check or 25gp.
Dona Adams:(Cult Fanatic MM345) She can tell the party about the island causing the tidal waves if they can't figure out what to do. She is a thrall of the Sea Hag and if the party members tell her of their plan to go to the island, she takes a boat to the island and joins the fight in the climax battle, making it much harder.
Elwanda Silver: (Commoner MM345) A visitor to the town, Elwanda is selling healing potions for a discount. She has 5 total potions and is only charging half price for them.
Malark Hornraven: (Commoner MM345) Malark is a general purpose NPC for use if you need him for any role.
Counter Attack: Ocean storm
The Sea Hag has summoned a storm to sink the ship. Start a skill challenge and start initiative. The DC of the skill challenge starts at 13 if they are on Kerri's ship, and 15 if they are on Aber's ship. On each player's turn that player can use a bonus action to attempt to help sail the ship. They choose whatever skill they want and describe what they are doing, but they can't use the same skill two rounds in a row. Each player that fails a skill takes either 1d4 damage from being thrown around on the ship, or gets disadvantage on their next roll, their choice. When they fail, drop the DC by 1. When they succeed, raise the DC by 1. The players emerge from the storm once they have 3 more successes than failures. A player who rolls a natural 1 falls overboard. A player who is overboard is attacked by a hunter shark starting at the top of the next round. Run combat parallel to the skill challenge. Players may us an action to attempt to recover the player with a DC17 athletics check each round. A player who is overboard may attempt to get back on the ship as an action at disadvantage.
Climax: The Island of Oil
Enemies: Sea Hag(MM179) and 8 Boggles(VGtM 128)
If the players are on Kerri's ship, then Karri will join them to help in the fight with a DC18 persusasion or intimidation check or 400 gold. Aber Corbin is a coward and will not help them in the fight, but he does have a bomb(DMG267) that he will give them with a persuasion or intimidation check of 15 or 100 gold. The Sea Hag is using her army of boggles to move this island to a different location, causing the tidal waves. When confronted, she is hostile towards the PCs, wanting to feed them to her boggle army. The Boggle oil on the island makes the island difficult terrain for the PCs but not for the Hag or Boggles. She begins by dropping her Illusory appearance. If any PC is frightened on her turn, the Hag will use her Death Glare. Otherwise she uses her claws. Remember to have the PCs roll DC11 Wisdom saving throw against her horrible appearance each round until they save. The boggles try to push PCs prone, pummel prone enemies, or make fresh oil puddles if they can't reach a PC to attack them. If Bran is with them, then he supports the PCs as best he can with bless, and uses cure wounds on any PC that drops to 0. If Dona is in the fight, then she will attempt to murder Bran, and then fight against the PCs with insane devotion to the Hag. If the Hag dies, Dona becomes non-hostile immediately, but will not help the party fight the remaining Boggles. The sticky oil is difficult terrain for both Dona and Bran as well.
Wrap-Up: Sunken Treasure
The island begins to sink as soon as all the boggles and the sea hag are dead. Run a skill challenge starting at DC10 for the players to search the island for loot as it sinks. Each success gains them 10d10 gold. For every 3rd success, also roll once on table treasure hoard: challenge 0-4 on DMG p. 137. The island sinks and the challenge is over when they get 3 failures in a row. If Bran survived then the players can get their 1000 gold reward from Titiania when they get back to shore. If Dona is alive she gives them a Necklace of Medicine which requires attunement and grants proficiency in the Medicine skill to the wearer.
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