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Sea

of Blood

The sea is
running red
with blood and
only you can
5th Edition bring an end to
the terror that
awaits
Sea of blood
A 5-7 hour adventure for levels 3-5
by William Turner

Acknowledgments and Credits


Dungeons and Dragons, D&D, Wizards of All other original material in this work
the Coast, Forgotten Realms are all is Copyright 2019 by William Turner and is
Trademarks of Wizards of the Coast in published under the Community Content
USA and other countries. Agreement for the Dungeon Master's
Guild.
This work contains material that
copywright Wizards of the Coast and All images are sourced through the
other authors. Such material is used Dungeon Master's guild, except for
with permission under the Creative original illustrations and maps by
Community Agreement for the Dungeon William Turner, and some images were
Master's Guild. pulled from free sourced content with
"license for reuse with modification"
tags.

Venture into the vast seas of


the Sword Coast to battle an
enemy that is both deadly and
eternal!
Introduction
Sail the seas and experience the cold terrible wrath glory is yours as you venture out into the oceans of
of vampire pirates! Welcome to Sea of blood a 5-7 hour Faerun!
adventure designed for players from levels 3-5. Fend This adventure was created playing with dear friends
of bloody warriors, take hold of your own sea vessel, who love the game and wanted something they've
learn the secrets of an ancient hunter, all of this never experienced before.

Running the Adventure


To play Dungeons & Dragons, follow the rules laid This adventure is essentially a sea faring dungeon
out in the Player's Handbook and the Dungeon crawl mixed with a bit of intrigue and discovery. Sea
Master's Guide. Conversely, new players can access travel is a crucial part of this adventure and can be
the basic rules for Dungeons and Dragons 5th Edition augmented with DM's discretion. What I have given
for free by downloading them at: you is helpful suggestions that I discovered when
hhtp://dnd.wizards.com/articles/features/basicrules playing the adventure with my friends.

The locations of the islands/sea events are


Text that appears in these boxes is meant to be completely up to the DM. I personally mixed them into
read aloud. you may read it out exactly as written an adventure in the Moonshae Isles which turned out
or use it as a template to build your own to be a blast, but it's completely up to you where the
descriptions. events take place. Please feel free to scale the
difficulty for any level of party.
Nothing in this document is set in stone. Use your
incredible mind and have a lot of fun! The Adventure was made keeping the DM in mind with
helpful guidance provided, to make sure your
adventure runs smoothly and is very fun! All of the
My hope is that this adventure is a building block for
monsters and other creatures can be found in the
the DM's imagination to run wild with possibilities. I
Monsters Manuel and can be modified to scale
provide enough structure to progress the game and
difficulty.
provide some intriguing content, but I also envision
many DM's like myself, love to innovate and create
something new!

Adventure Background
Dante Coldharbour, undead scourge of the sword Many vessels have been noticed missing and so the
coast, has taken to the sea in his ship "The Maiden's Lord's alliance sent a crew of paladins and priests on a
Neck" once again. Awakened from his long slumber by warship known as the "Piercing Light" to look into
an accidental run in with Zhentarim slave traders these disappearances and eliminate the culprit behind
who most graciously offered their blood, Captain them.
Coldharbour has mercilessly slaughtered any foe who
has come against him. Every crew he murders adds to The crew inevitably discovered the vampire menace at
his undead fleet and brings him one step closer to his large and expanded their search for the legendary
ultimate goal, an army of vampires strong enough to vampire hunter Trejonn De Laperre to help neutralize
Fly in from the sea and take the mighty city of the impending threat.
Waterdeep once and for all.

-3-
Hook
The party begins their story awakening in a cage. The cage door requires a strength DC of 21 or a
They have no recollection of where they are, nor sleight of hand DC of 18 to unlock it. The barrels
how they ended up in their current predicament. upon inspection are filled with rum, while the
The last thing any of them remember is spending crates are filled with grain and corn.
the night at a small inn on the way into the city of
Waterdeep. Other Potential Triggers
The DM can be creative here. They can have a crew
You awaken groggy and out of sorts, you mate come and check on them, or a wave hits the
notice the large iron cage that holds you side of the boat causing the cage to crash open. One
is sitting in an oblong wooden room, most way or another the players will need to escape the
cage. Feel free to innovate to make the escape more
likely the hold of a traveling frigate. The
interesting.
air is damp and rats scurry about making
squeaking sounds as they go. The only
other items in the room are some barrels
and creates stacked neatly at the opposite
end of the room.

Cage

Stairs to upper
deck Slaver Frigate
Lower Deck

-4-
Zhentarim Slave Ship
As players approach the steps climbing up to the A storm is raging around the ship and the party can
upper deck, they will begin to hear screams and barely make out their surroundings through the
notice the ship is beginning to sway as if in a storm. darkness and rain. The occasional lightning flash
will reveal that there is a march larger vessell just
twenty feet away on their ships starboard side.
Upon placing your hand on the hatch to
ascend to the upper deck, the boat The party can escape the ship in multiple ways and
be creative. If they choose to fight the thrall, they
lurches and a mixture of sea water and
will be a bit over their heads, but nonetheless it
blood flow down the hatch, washing over attacks them when they take any action. With an
you and you are immediately overcome investigation check DC 13, they can discover a life
with the stench of death. boat to escape in. Regardless of how the party
decides to escape the doomed vessel, have the
storm overwhelm them to where they end up
The deck is covered with the bodies of the ship's floating on driftwood the following morning.
crew, and standing amongst the carnage, eyes
blazing red is a vampire thrall staring directly at
the party grinning.

Slaver Frigate
Upper Deck Hatch to Lower Deck

Vampire Thrall
Helm

-5-
Piercing Light
The players will be awakened floating of A successful perception DC of 15 will be able to
driftwood. The DM can determine if they are figure out that they must have drifted south from
together or separated. I've also included a table where they were initially attacked.
for sea encounters if the DM decides to throw
some enemies at the exhausted party. Sea Creature Encounter Table

You awaken as the suns rays beat down


D100 Creature
upon your sea soaked faces. You grasp for
life onto one of the several shabby pieces
1-25 Reef Shark (x2)
of wood floating about, most likely from
25-50 Giant Octopus
the vessel that had once held you captive.
50-75 Killer Whale
A successful perception DC of 15 will be able to
figure out that they must have drifted south from
75-100 Giant Shark
where they were initially attacked.
Aboard the ship they will meet Celeste Dualoin, a
After the players float for awhile or after a sea
dwarven paladin who is leading the Piercing Light
encounter, a large ship will appear in the distance.
on their expedition. Celeste explains that they are
The Piercing Light sails up to the floating
searching for a ship crewed by vampire pirates and
wreckage and pulls the party onboard.
wants to know if the party has seen anything. She
also offers for them to join her crew and aid them
in their hunt. If the players accept her offer to join
Cresting the waves, a few hundred feet up with them, she will want to test their mettle by
away from you, you see a golden ship. The having them fight a Vampire Thrall who only has
ship has elvish carvings running down half its HP.
the port and starboard sides and has a
figure of an angel mounted on its bow. If the party survives the encounter, Celeste will
commission them with a small ship (the players can
the ship's sails look almost to be made of
name the ship whatever they please) and ask that
golden canvas as they reflect the sun they seek out Trejonn De Laperre, the famous
beautifully. Aboard the ship you see men, vampire hunter. Once they find him and learn his
dwarves, and elves scurrying about as secrets, they are to rendevous back with the
they notice you floating in the open Piercing Light as Celeste will be continuing the
water. search for the vampire pirates.

-6-
Open Seas
This is the point in the adventure where everything Feel free at this point to throw in another sea
opens up. The party now has access to a small vessel encounter using the table given on page 6 or
and the whole sea is before them! The DM can another encounter crafted by the DM.
decide on how the players will find Trejonn. One
quick option is to have Celeste give the players a
map that will guide them south in the general After a long day of sailing you see in the
direction. Another option would be docking at an distance a small island. The island has
island village and asking around the tavern for little vegetation and is surrounded by a
information on the hunter. The discovery of the
rocky beach. Jetting out from one side of
island through skill checks will require a DC of 18
or above.
the island is a long wooden dock, looking
to be hundreds of years old. There is
The players may also want to explore other islands currently no boat anchored to the dock.
along the way, but all of this is up to the DM's Just a bit further on the island is a small
preference. hut looking to be made from wood taken
from a ship. There is a warm glow from
Once the party has located the island where
within the windows and smoke is
Trejonn resides (through whatever means
necessary) they can embark on the journey which
bellowing out from the chimney.
should take them around a full day of sailing. This
is a prime oppertunity to build the party closer
together and let them role play a bit.

-7-
The Hunter's Secret
Investigation
As the players embark on the island, the
door of the cottage opens and an ancient DC Detail
looking elf appears. His hair is gnarled
You find a journal that describes
and white and his beard hangs low to his
the many ventures of Trejonn
mid section. He greets you and welcomes 1-25 and how he slayed many vampires
you into his home. His small hut is long with his special weapons.
with a small fireplace at the end. The
walls are lined with shelves, and in the You find a small circular,
center of the room is a circular, stone pad concave section in the middle of
embedded flush into the floor. The elf 25-50 the stone pad. At the bottom of
sits in a small wooden chair in the corner the indention there is a small
and ushers you to sit with him around the gap.
fire.
You find a ceremonial dagger
hidden beneath a loose floor
After the party and Trejonn exchange 50-75 board. On the dagger is the
introductions and the old hunter is updated on the elvish word for key.
vampire menace, he reluctantly explains that he is
in no state to hunt the creatures anymore and has
lost hope. You find a hidden compartment
behind one of the bookshelves
He claims to have lost everything while hunting 75-100 that contains a crossbow, a vial
the creatures and no longer believes there is any of holy water, and a cloak of the
point to stopping them. "When one falls, two more bat.
rise up", he claims somberly.
After a successful discovery of any of the above
The party will have little success in convincing him items, Trejonn will be more willing to talk
to fight with them, but there are some secrets to depending on what you have discovered. If you just
his home that are waiting to be discovered. found the journal, a DC of 18 is required, the stone
indention is a DC of 16, the dagger is a DC of 14, and
the hidden closet is a DC of 12. If the party finds
two or more items they get advantage on
persuasion/intimidation checks.

-8-
Trejonn's Cellar

4
1

3
Once the party convinces the old hunter to help
them, he leads them over to the stone circle where
he brandishes the ceremonial dagger and cuts open 1. Cellar Entryway
his palm. He holds his dripping palm over the small The steep spiral staircase leads down twenty feet
drain in the floor. underground. Once the party reaches the bottom a
small dimly lit hallway stands before them.

As the blood from Trejonn's wrist falls


into the small opening, the floor opens The hall before you is lit only by small
before the party as a spiral staircase magical orbs attached to the walls. The
descends leading down into a dark cellar. walls seem to be made of solid stone while
The old hunter points to the bottom and the floor is covered in a lush, red cloth
says, "only a true hunter can retrieve the material. The pathway takes a slight
weapon from down there. Good luck to curve before jeering off to the right, and
you all." He then hands you a small piece a wooden door lies straight ahead at the
of paper with a quickly drawn map, and end of the curved walkway.
returns to his chair by the fire, tears
welling in his eyes.

-9-
2. Hallway of Blood 4. Relic Room
This hallway is enchanted with a hidden mist. A This square room is plain except for a rectangular
character of a passive perception of 15 will pick up altar on the end of the room. The altar has a small
that something magical is amiss. This mist will make chest sitting on top of it. The chest will not open
the characters see hallucinations of some of their for anything, but a blood offering. Any amount of
greatest fears. This is an area where the DM can blood placed on the altar will open the lock and
get creative. If he/she knows the characters reveal the treasure within.
backstory, then have the mist take the form of
something they know will terrify the said
character. Each party member will experience the As you enter this small room, you notice a
mist differently and a successful Dispel Magic rectangular altar on the far side of the
spell (DC of 15) will clear the mist. If the party room with a small chest on it. As you
doesn't clear the mist, it is also fun to have them approach the chest you read the
fight each other. Have each member believe that
inscription across the altar, "as life flows
their party has become something they fear and
have them attack. Drinking holy water will also from you, onto this sacred space, hope
dispel the mist and clear the head of anyone who will be revealed, the darkness begins to
drinks it. fade".

When chest opens it reveals five golden stakes.


As you enter the hallway, your heads each stake when wielded by someone will
begin to pound painfully, and what was transform into the weapon of their choice and do
once real to you begins to shift right 3x damage to vampires or other undead.
before your eyes. As the stakes are removed, the cavern starts to
crumble and try to bury the players. They will need
to make three successful dexterity saves to escape
3. Trejonn's Store Room unharmed, otherwise they will suffer 1d10
This room is a small store room filled with baskets bludgeoning damage for every fail on their way
of food stores, rum, some basic weapons (short out.
swords, daggers, rapiers, battleaxes), and a bag of
wooden stakes.
As you ascend into the room above, you see
a vampire standing over the corpse of
The room before you is a cluttered mess of Trejonn, the creatures lips glisten with
bags of food, alcohol, and a scattered pile the blood of the fallen hunter, and
of weapons. There is also a large sack in without warning, he lunges at you with
the far corner. fangs bared.

-10-
The Beginning of Death's End
The creature before the party is a vampire spawn, When the players enter the cove there will be no
and with their new weapons, should be disposed of turning back. This may be a good time to remind the
quite easily. Once defeated, the players will be players to prepare for battle and rest up if they
contacted by a spectral bird outside the house with need to. They can restock some supplies on the
a message describing the exact coordinates of the Piercing Light, but as the ship and its crew just
Piercing Light and the vampire pirates. The message went through an intense battle, there will be
notes that the Paladins have engaged the dark little more than a few health potions to help them.
creatures and need assistance from the heroes.
As the players enter the cove they will see nothing.
Warring Ships The Maiden's Neck is enchanted and floating safely
under the water at the entrance to the cove. As
It should take the party a full day of sailing to soon as the player's ship crosses the threshold of
rendevous with the Piercing Light. Feel free to the cove, the maiden's neck will rise up and block
throw in a sea encounter on the way to shake any exit from the cove. They will giant javelins into
things up. When they reach the scene there is the hull of the players' vessel and stop it from
wreckage everywhere. moving. Around twenty vampires will immediately
board the players' vessel and escort them aboard
the Maiden's Neck.
The piercing light sits before you on its
last legs. there seems to be the splintered If the players choose not to be escorted and to
remains of other ships as well floating in fight, let the fight play out. The party will likely be
the surf. The deck of the ship is stained killed. If the players oblige the creatures' request
then move on to the final encounter.
with blood, and the remainder of the
crew looks tired and battle worn.

Celeste will greet the party and inform them that


they engaged the vampires and had some success
against a majority of the fleet. Losses were
suffered on both sides, but the vampire's lead ship,
The Maiden's Neck, escaped into a cove nearby. They
are trapped and the times to attack is now. Celeste
asks you to pursue the ship into the cove and finish
off the vile creatures once and for all. She ensures
you that they will join you once they get the ship
back in battle shape, and the crew has recuperated
a bit.

-11-
The Maiden's Neck
You are led aboard the ship of the
wretched vampire scourge. Lounging The vampire captain stares at you with all
carelessly on his throne in the center of of the hatred of Hell welling inside, as
the deck sits the vampire Captain. A dead his comrades perish around him. He
paladin corpse sits across his lap, curses you one last time before beginning
completely drained of blood. As he sits his attack.
stroking the dead woman's hair, he
introduces himself as Dante Coldharbour Dante is a very strong vampire and will not be
and claims to have an offer than few swayed from destroying the party. This battle will
could refuse. take place on a 50x50 square representing the deck
of the ship. Outside the square are pools of the
holy water that washed over the ship earlier.
At this point Dante will give the players a choice.
They can choose to join his crew, be turned into When the party defeats Dante:
vampires, and aid him in overthrowing the great
city of Waterdeep, or they can be killed and
thrown overboard, never to be heard of again. The Vampire Lord screams as he
disintegrates into a smouldering pile of
Give the players a chance to choose. Dante will not
ash.
let them leave the cove alive, one way or another.
He wants his army and will have it no matter stands
in his way. If the players choose to be turned, they
can become vampire spawn in a day's time and will be The Piercing Light and its crew sail over to find you
recruited into Dante's forces. If they choose to standing over the ashes of the vampire captain.
fight, build some tension up to the moment of Celeste thanks you for your service and rewards
combat right before... you with the ship you've been traveling on in
addition to anything you find on the Maiden's Neck.

The contents of the Maiden's Neck include:


As the undead crew approaches to
destroy you, you notice in the distance a 360 Gold
24 Platinum
massive wave accelerating at incredible
1 book of religious scriptures and prayers (25 gp)
speed toward the Maiden's Neck. Atop
1 set of thieves' tools (25 gp)
the wave is the Piercing Light with 1 book of religious scriptures and prayers (25 gp)
several priests praying over the water, 1 disguise kit (25 gp)
making it glow with holy light. As the 7 lbs. of gold trade bars (350 gp)
wave crashes over the ship the vampires 11 bottle(s) of common wine (2.2 gp)
are burned to a crisp save for Dante satin robe worth 250gp
feather robe worth 250gp
Coldharbour who is able to turn into a
Horseshoes of speed
cloud of mist at the last second and
Potion of gaseous form
land safely back on the deck as the Potion of superior healing
giant wave coasts further into the Dancing Sword
cove.
Congratulations you have completed Sea of Blood!

-12-
Thanks for Playing!
I hope you thoroughly enjoyed this
adventure and let it be an
inspiration for all DM's and
players out there to create,
imagine, and most importantly
have a lot of fun playing the best
game on Earth!

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