Session 05: Ship Battle Report
General Summary
NEED TO FINISH & CLEAN UP!!
05/07/2024
Unndilar (5) 14, y.0001

...
Fight. | They SURRENDERED!
I was slowed and shot an arrow at the Captain. I hit. Wroxi convinced them to surrender, and so we tied them up and found some stuff.
1. Main Deck
Though the light is dim at best, you can see details of the ship's main deck. In the center, forward of the mast, a jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow's nest above.
Two human figures lean against the rail mid-deck, staring toward the coast. Between them at deck level is a roll of canvas or rope.
To fore and aft, below the upper decks, stand vague outlines of doors. You can also see ladders that lead to the upper decks, the aft one on the port side, the forward one on the starboard.
The hatch leads to the hold (area 11) below. Between the two figures waits a 25-foot-long rope ladder, ready to be thrown over the side. Two 25-foot lengths of rope also lie neatly coiled at opposite edges of the deck.
11. Cargo Hold
Lantern light reveals an orderly cargo hold. Through the center runs the base of the main mast; beside it, narrow wooden stairs lead up to the hatch above. Against the aft bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to the deck so they are secure. On each side are stacked a large number of small casks, also secured by ropes to the deck.
A lantern hanging from the ceiling, positioned just forward of the main mast, provides bright illumination. The characters can see the plain wooden hatch that allows access to the bilge, forward of the mast.
Four crew members (bandits) under the supervision of Foul Frithoff (pirate bosun; see appendix C) are wandering about the hold, securing the cargo and taking inventory. They chat about all manner of depraved conquests as they do. Once they become aware of the party, they attack immediately.
Treasure.
The hold contains the following cargo:
50 bolts of silk (50 gp each)
40 casks of brandy (10 gp each)
40 casks of fine wine (7 gp each)
1 large crate of high-quality mining tools (200 gp)
On the ship we found
$$$ 2 gp, Silver Key, 1 sp, arrows. And 50 bolts of silk, 40 casks of brandy, 40 casks of fine wine, crate of high quality mining tools. Another silver key.$$
And we explored the Cabin. It had an enclosed way, we searched and found traps. Brass box with silver lock and we had all 3 keys now.
13. First Mate's Cabin
This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an enclosed companionway. At its foot, a door in the central bulkhead leads to the other part of the stern. On this door hangs a dark blue cloak.
A single bunk, the bed linen heaped in a pile, is set against the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
In the center of the cabin, a plain wooden table is bolted to the deck. On it are two books, one open and propped up against the other. Beside the table is a wooden chair. Hanging from the ceiling over the table is an unlit hooded lantern.
Just aft of the hook that holds the lantern is a hatch measuring three feet on a side.
The cloak has no special properties and no significant value.
Finding the secret door into area 15 requires a successful DC 12 Wisdom (Perception) check.
Books.
The table has the following books (worth 10 gp apiece) lying on it:
Principles of Navigation by Da Korma (open)
Legal Distinctions in Letters of Marque by Tazaar (closed)
Treasure.
The sea chest is neither locked nor trapped. It contains some garments and a pair of boots, mostly quite old but reasonably clean.
The brass box under the bed is locked. The key to the box is in Bloody Bjorn's belt pouch. It can be opened by a character who succeeds on a DC 10 Dexterity check using thieves' tools. The box contains 500 sp.
$$ 500 sp with brass box and the key. , 2 books "Open Principles of Navigation" and Legal Distinctions of Mark. $$
I also took some boots from the chest, hoped they would be magic -- they were not. Found a secret door that had a cramped area 4' wide. 8 large irregular bundles. A shield with lizard of forked tongue.
12. Bosun's Cabin
In the center of the cabin sits a plain wood table on which stand a pewter flagon and a pewter mug. Beside the table is a wooden chair, and hanging over the table is an unlit hooded lantern.
Also hanging from the ceiling, at the aft end of the cabin, is a large cage that holds a parrot, apparently asleep. Next to the hull hangs an unoccupied hammock. Beneath it is a brass-bound wooden sea chest.
The flagon is full of a rough, high-proof cider.
Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check.
Cuppa the Parrot.
When anyone enters the cabin, the parrot immediately wakes, squawks, repeats "Pieces of eight" several times, squawks again, and then falls quiet. Its cries do not alert or alarm the smugglers, who are used to the noisy bird.
Development.
The prisoner in area 14 might hear the characters in the bosun's cabin. Oceanus shouts to attract their attention if he overhears someone speaking Aquan or Elvish.
Treasure.
The sea chest is unlocked and contains, grubby garments of no value. Concealed by the garments is a locked (but not trapped) iron box. The key to the box is in Foul Frithoff's belt pouch. The box can be opened by a character who succeeds on a DC 10 Dexterity check using thieves' tools. It contains 200 sp, a spear, a dagger, and the remains of a crossbow. The weapons belong to Oceanus, the sea elf who is imprisoned in area 14. The crossbow is damaged beyond repair.
Heard a parrot speak "Pieces of 8". Found a brass chest, an iron box and opened with the second key:
$$ 200 sp. Trident. Dagger. Remains of a crossbow $$
14. Secret Prison Cell
A dark, cramped area only four feet wide at most, squeezed in between the ship's stern and the adjacent cabin, appears to be a holding cell. A slim humanoid figure cowers in the far corner, chained to the hull.
The figure is that of a sea elf; the key to unlock his chains can be found in the captain's writing desk drawer (see area 9). If the characters demonstrate friendship and release him, Oceanus (see appendix C) has an interesting story to relate and will assist the characters to the best of his ability in their undertaking. Oceanus speaks Aquan as well as Elvish.
If invited to do so, he joins the characters with enthusiasm and stays with them throughout the conclusion of this adventure. He will, if requested to do so, remain with the characters for further adventures (assuming that they continue with Danger at Dunwater and possibly also The Final Enemy), in which circumstances you could ask one of the players to play Oceanus. At all times he will be as cooperative as possible, playing a full role as an NPC in the party's undertakings (he will, of course, expect a normal portion of treasure). Afterward, he reluctantly leaves them to return home.
A Prisoner from the Deep
Assuming that the characters befriend Oceanus and have a way to communicate with him, the elf provides the following information.
How He Became Imprisoned.
Oceanus is a member of the tribe of Manaan, which inhabits an undersea settlement about twenty miles southeast of
Saltmarsh. He was stripped of his weapons and armor when imprisoned, but though bruised and hungry, he has suffered no great injury and his spirit is undaunted.
His tribe has noted, from a distance, the periodic travels of the Sea Ghost at night along a supposedly deserted coastal area. Suspicious of this behavior, the tribal chief ordered Oceanus to keep watch on this area, slip aboard when the ship arrived, and follow the ship back to its port of origin to discover what he could of these strange proceedings. This Oceanus did, and at the vessel's home port he witnessed the stowing aboard of a small arsenal of weaponry. He was then discovered, knocked out, and taken prisoner. He awakened some time later, chained to the ship's hull in this compartment.
Since His Imprisonment.
He is uncertain how long he has been a prisoner or what his ultimate fate would have been He has no knowledge of the lizardfolk aboard (he has not seen them), nor does he or any member of his tribe know for whom the arms are intended.
During his imprisonment he has been brought unpleasant food three times and a cup of brackish, stale water about six times. On each occasion the bearer has been a large bully of a person with a hook instead of a left hand (the bosun, though Oceanus does not know this). These visitations aside, he has been left to his own devices.
15. The Secret Cache
This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship's stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and bound with light rope. These are piled at random on the deck, as though thrown in casually from the doorway.
This is the place in which the weapons are housed during their journey to the customers (the lizardfolk). The eight bundles here contain the following equipment:
10 morningstars
10 longswords
10 shields
20 javelins
1 shield emblazoned on the front with the design of a lizard with forked tongue extended
There is no identification of any sort on any of the mismatched bundles, nor is there anything else stored in this area.
Oceanus was from a tribe of Minane, near
Saltmarsh. He had noticed the ships near a deserted area and slipped aboard. Stowawayed at port. Saw weapons brought on secretly. He was captured. The third key was for the lock.
I had the parrot on my shoulder. We found a desk,
8. Punketah's Quarters
This seems to be one of the master cabins. The furnishings and fittings are of good quality, and the place is tidy.
A single bunk, made up with bed linen, has its head against a bulkhead running along the centerline of the ship.
A polished wood table stands in the center of the room, bolted to the deck. On the table is a silver bowl containing an assortment of fruit, a silver carafe half full of a light red liquid, and a silver goblet. Set at the table are two upright wooden chairs and a padded leather chair.
On the deck toward the stern is a wooden, brass-bound chest. Beside it is a pair of highly polished black leather boots. From the center of the ceiling, over the table, hangs an unlit hooded lantern.
This cabin is the private quarters of Punketah, the deck wizard. On a peg behind the door hangs a maroon robe, of no particular value.
Examining the boots in combination with a successful DC 12 Wisdom (Perception) check reveals a small hidden compartment in one of the heels. The compartment contains the key to the chest.
Treasure.
The chest is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools.
The chest is also trapped with poisonous gas. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap.
When it is triggered, the trap releases a cloud of noxious gas in a 5-foot radius around the chest. Creatures caught in the cloud must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1d4 minutes.
The chest holds items of clothing, a leather purse containing 50 gp, and a spell scroll of gust of wind. It also holds Punketah's spellbook, which has all the spells he has prepared recorded on its pages.
$$ silver bowl, silver carafe, silver goblet, brass box with a odd trap and locked. Odd shiny boots (nothing), hidden compartment with a key to the chest I just opened. Leather purse with 50 gp. Gust of wind scroll. Spellbook. Purple cloak. $$
In the nicest room was a desk. Many bills and receipts. Several intipent letters signed with "Mrs. Siegert" and spoke of 3 different ports. Curious. Last literate document says "broken comment - need more iron ware, like before" pictograph of lizard with forked tongue
2 locked drawers
9. Captain's Cabin
This cabin is clean, and its furniture in good repair.
A single bunk, made up with bed linen, has its head against the bulkhead running along the centerline of the ship next to a wooden partition squaring off the corner near the main deck.
A writing desk is set against the hull toward the stern; it has a drawer on each side and three trays on the top. Also on the desktop, just in front of the trays, is an inkpot, two quill pens, a small knife, and a pewter container that resembles a pepper pot. Against the desk is set an upright wooden chair, and beside it is a wooden, brass-bound chest.
Against the hull on the starboard side is a padded leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An unlit hooded lantern hangs from the ceiling.
A gray cloak (with no special properties) hangs on a peg on the back of the door. The wooden chest beside the desk is unlocked. It contains items of clothing, including a well-worn, comfortable pair of slippers.
Writing Desk.
Of the trays on the desktop next to the pewter container (which is nearly full of fine sand), one is empty and another contains bills and receipts for various items of marine supply. The last contains several letters of a personal and intimate nature from three different women in three different ports (each of whom is under the misapprehension that she is Mrs. Sigurd "Snake Eyes"), and a curious, semiliterate document requesting a further supply of ironware "as per previous consignments and at the agreed terms."
The signature here is in the form of a pictograph and shows a lizard with forked tongue extended.
This last document is a request from the lizardfolk for more weapons. You should exercise caution here in not making the document too explicit—the lizardfolk would not want the document to fall into the wrong hands and have concealed as much of the real meaning of the request as possible—for instance, using words like "goods" instead of "weapons."
The two desk drawers are locked; a character who succeeds on a DC 10 Dexterity check using thieves' tools can open one drawer. The key to both drawers is in Captain Sigurd's belt pouch.
The first drawer contains two potions of healing, a dose of antitoxin, and the key that unlocks the chains holding Oceanus in area 14.
The second drawer contains seven maps of various sea and coastal localities, prepared by professional cartographers. Beneath these is another map, crudely drawn. This map indicates that the rendezvous point with the lizardfolk is at a small promontory beside a river in the tidal marshes, ten miles southwest of the town of
Saltmarsh.
The bearskin rug covers a hatch in the floor that provides access to area 13.
Treasure.
The chest under the couch is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. The chest is trapped with a swinging blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap.
When triggered, the trap swings a short scything blade from its bottom, threatening any creature within 5 feet of the front of the chest. Such creatures must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save or half as much on a successful one.
The chest contains ten electrum ingots worth 100 ep each. This is part of the payment made by the lizardfolk for the smuggled weapons in area 15.
$$ 2 potions of healing. 1 dose antitoxin. 7 maps of various places, another crude map with circled area and another picture od a lizard. River NW of
Saltmarsh is the circled area. $$
Found a brass bound chest, large metal box was locked/trapped. Caught a whiff - the same as lizard room.
$$ 10 gold ingots. Grey cloak $$
Parrot flied away.
There was a wizard abord the ship. The galley was locked and smells. A few boats are part of this slave ring. They come across fishing vessels and take them to the rendezvous. I asked about
The Revelry and Myriad.
The Revelry is taking them to Darktow.
On the ship we find some lizardfolk speaking draconic asking for weapons. I didn't know this at the time. There is a pseudragon protecting the chst.
7. Lizardfolk Quarters
A distinct odor about this room reminds you of a marsh or a swamp—not fetid, not oppressive, but certainly noticeable.
In the center of the area is a wood table, bolted to the deck. On the table sits a silver jug half full of a red liquid; with it are three pewter mugs. Around the table are set three upright wooden chairs, and an unlit hooded lantern hangs from the ceiling above.
In the gloom, you can see three hammocks—one at each end of the cabin slung between the bulkhead and one of the ship's ribs, and the third hanging across the corner of the cabin from next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the smuggled weapons in area 15 make it to their lair. When they become aware of the characters, they initially assume they are smugglers and treat them as such, demanding in a combination of Draconic and broken Common to know when the weapons will be delivered to their kinfolk.
A pseudodragon named Bimz sleeps in a small nest behind the chest. It is the companion of one of the lizardfolk and joins in the combat to defend its master.
Combat in this small room is hampered by its size and low ceilings. Melee attacks made with two-handed weapons have disadvantage in this room.
Development.
If Bimz is still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds with that individual. Bimz prefers to bond with a party member that did not directly attack it, is good-aligned, and also did not directly attack its lizardfolk master. If no character meets all those conditions, the one who met the most conditions will suffice. Alternatively, the characters can engage in a contest of Charisma checks (highest wins) to determine whom Bimz bonds with.
Treasure.
A silver jug on the table contains wine and is worth 25 gp.
The chest is locked and can be opened by a character who succeeds on a DC 12 Dexterity check using thieves' tools. The key to the chest lies under a hammock; it can be noticed by someone who succeeds on DC 10 Wisdom (Perception) check or by a character who closely examines the hammock.
The chest is also trapped with a poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap.
When triggered, the trap fires a small poisoned dart from the lock. Any creature standing in front of the lock is automatically struck by the needle, taking 1 piercing damage and 4 (1d4 + 2) poison damage.
The chest contains ten electrum ingots worth 100 ep each. These ingots are another part of the payment for the consignment of weapons, to be handed over on completion of delivery.
I attacked a lizardfolk, but ziva killed it.
10. Crew Quarters
Various unpleasant odors of humanoid occupation compete for recognition here. These crew quarters fill the entire forward part of this deck.
A companionway staircase leads up from a point about six feet from the bulkhead. Near it, more to starboard, is a door.
Around the perimeter of the cabin, slung between hooks on the bulkhead and on supporting poles, are eight hammocks. Judging from the way in which they hang, the hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest—most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands a long, plain wooden table with a bench along each of its longer sides. They all appear to be bolted to the deck in an attempt to keep everything in place.
The table is stained and cluttered and has an untidy pile of dirty tin plates and cups roughly stacked in a large tin bucket below it. Over the table, hanging from the ceiling, is an unlit hooded lantern.
Against the starboard side, an area has been curtained off by cheap, dirty cloth hangings.
The curtained area contains two large tin buckets standing side by side on the floor. Both are empty, but they are stained and dirty and emit a foul smell.
The sea chests contain clothes and other personal effects. The garments are all stained, grubby, and in poor condition. Of minor interest among the remaining items are the following:
○ A pack of well-used, greasy playing cards (examination reveals the deck has two aces of spades)
○ Two sets of dice, one of them loaded
○ A book titled Grog Hovels, which describes taverns and inns along the coastline suitable for patronage by a pirate
We opened the chest and found
$$10 ingots of gold. Silver jug (25 gp). Full deck of cards with 2 spades. 2 sets of loaded dice. Book of grog hobbies and Caverns & Inns for pirates. $$
Wroxi adopts the pseudodragon Blimz
We sailed the ship back to town. We had found a cache of weapons, a note with pictogram of a lizard with forked tongue, and a sea-elf "Oceanus". He had noticed the ships near deserted
In the next part of the adventure, the council asks the characters to take the fight to the remaining smugglers.
Rewards Granted
pirates: 2 gp/ 6sp / 2gp, 17 arrows
2 gp, Silver Key, 1 sp, arrows. And 50 bolts of silk, 40 casks of brandy, 40 casks of fine wine, crate of high quality mining tools. Another silver key.
500 sp with brass box and the key. , 2 books "Open Principles of Navigation" and Legal Distinctions of Mark.
200 sp. Trident. Dagger. Remains of a crossbow
silver bowl, silver carafe, silver goblet, brass box with a odd trap and locked. Odd shiny boots (nothing), hidden compartment with a key to the chest I just opened. Leather purse with 50 gp. Gust of wind scroll. Spellbook. Purple cloak.
2 potions of healing. 1 dose antitoxin. 7 maps of various places, another crude map with circled area and another picture od a lizard. River NW of Saltmarsh is the circled area.
10 gold ingots. Grey cloak
10 ingots of gold. Silver jug (25 gp). Full deck of cards with 2 spades. 2 sets of loaded dice. Book of grog hobbies and Caverns & Inns for pirates.
Character(s) interacted with
Main Deck fight: 2 awake pirates surrender
9 pirates
captain
wizard
1st mate
bosun
3lizard folk
Notes
10/10
The party successfully dismantled the smuggling operation located in saltmarsh.
The council will grant them one year of use of the Sea Ghost and sailors if they are willing to continue to help the town
Oceanus may or may not stay to help
Council has interrogated the remaining pirates and with help from Oceanus has learned
-the smugglers have been passing weapons in exchange for gold to a colony of lizardfolk for some months
- the lizardfolk have been overheard talking about attacking somewhere but they don't know where
- their lair is somewhere 10miles northwest of saltmarsh