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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
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
-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.
-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".
-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.
-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.
-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!