- [[Underwater Combat]] rules
- # I: Arrival
- `A cool breeze drifts across Flora Isle, mingling the sweet scent of flowers with the salty tang of the Lucidian Ocean. Well-tanned locals play on the beach, while sunburned visitors sit in wicker chairs and sip cold drinks. A half-dozen nearly naked shark hunters preparing to compete in the annual tournament stand in the shallows on the south shore, armed with harpoons and their wits.`
- As you land, you see two other ships already there, docked in the tiny harbour.
- [[The Wavechaser]] ([[Captain Three Earrings]]'s ship)
- Blushing Elf
- Tradewind
- Other parts of Flora Isle
- 
- Bridge: This bridge once connected Flora Isle to the rest of Palma Flora on the mainland. It is destroyed when the earthquake rocks the island.
- Cliffs. Unlike the gentle, sloping beaches along the rest of the island, the north end of Flora Isle is a sheer cliff 10 feet high.
- Farmer's Cottage. A farmer raises pigs and chickens in the pen adjacent to this house.
- Docks. Three ships are docked on the east side of the island. One is a caravel named Wavechaser. The others are skiffs named Tradewind and Blushing Elf, respectively. Both skiffs flee the docks immediately after the earthquake.
- Tavern. The three-story [[ttrpgs/The Slayers FiveRiptide Inn and Tavern]] is the tallest building on Flora Isle. Most visitors to the island stay here. The tavern's ground floor is open to the air and looks out at the waves.
- Public Square. In the center of Flora Isle stands a wishing pool looked over by a statue of Kord the Storm Lord, patron deity of Palma Flora's shark hunters. Most travelers throw a silver piece in for good luck. The pool presently contains 36 sp, but stealing these offerings is frowned on by the villagers. Several market stalls selling fresh fruit stand just north of the square.
- # II: The attack
- `The ground beneath your feet trembles and cracks. Waves a dozen feet high crash into the shore, and the sound of screaming fills the air as a stampede of beachgoers flees the sands. A chorus of shrieks add to the cacophony as shark hunters run from the water, pursued by humanoid creatures with fish-like heads and slick, rubbery skin.`
- South Encounter: two sahuagin
- Sahuagin 1
- Sahuagin 2
- Boris
- Lira
- Joao
- Elanza
- Two tribal warriors ([[ttrpgs/The Slayers FivePort Damali/Joao]] and [[ttrpgs/The Slayers FivePort Damali/Elanza]]) will also fight.
- An aftershock rocks the village. Players make a DC 10 Perception Check. If successful: the island is sinking.
- Joao will want to head to the north shore to keep fighting unless he is convinced using a successful DC 10 Persuasion check.
- Characters make a perception check (DC 10) to see what's happening on the other parts of the island. On a failure, they just hear screams. On a success:
- East Shore.
- The village docks are here, and several ships are already sailing away. One group of sailors is battling sahuagin as they try to board the last vessel still docked.
- West Shore.
- The village is sinking most quickly here, and several beachside houses are already half submerged. The villagers and the sahuagin are all headed toward the north shore.
- North Shore.
- Desperate villagers are trying to swim to the north part of the village on the mainland. A 50-foot-wide channel separates the two parts of the village after the earthquake splintered the bridge. If the characters don't intervene, the villagers become easy pickings for the sahuagin and sharks.
- Where do characters go?
- North
- `The fifty-foot-wide channel that separates Flora Isle from the rest of Palma Flora is impassable after the earthquake splintered the bridge. By the look of it, the northern part of the village is suffering the same aftershocks as the island, and people are fleeing in droves.
A dozen villagers stand on the north side of the channel, all of them calling encouragement to the six villagers currently swimming across. But their calls turn to screams as three fast-moving sharks tear through the channel. `
- Encounter: Three reef sharks, telepathically commanded by sahuagin.
- Allies: 6 commoners
- Sahuagin on Duty. The reef sharks aren't aggressive unless threatened, but a sahuagin raider is commanding them to attack. If the sahuagin is killed, the sharks swim away and leave the villagers alone. This sahuagin is lurking underwater in the middle of the channel. A creature that is underwater and succeeds on a DC 10 Wisdom (Perception) check sees the sahuagin. To creatures above the frothy, blood-clouded water, the sahuagin is heavily obscured.
- Saving the Villagers. Any villagers who are saved promise the characters that they'll remember their bravery. If the characters ever visit another settlement in the Menagerie Coast (such as Port Damali or Nicodranas) in future adventures, one of these NPCs might have settled there and can become a local resource for the characters.
- Treasure. One of the villagers aided by the characters shows their gratitude with the gift of a family-heirloom golden bracelet (worth 25 gp).
- Encounter: reef sharks (+ sahuagin)
- Sahuagin A
- Reef Sharks
- Reef Shark A
- Reef Shark B
- Reef Shark C
- Aurelio
- Boris
- Lira
- Commoners
- Commoner A
- Commoner B
- Commoner C
- Commoner D
- Commoner E
- Commoner F
- East
- `One ship remains moored to the waterlogged docks. Its crew members are battling sahuagin as well as giant crabs with orange shells and vicious pincers as they attempt to board the vessel. A young villager wearing a bloodstained white robe stands back from the fight and screams an incantation, calling a burst of golden flame down on one of the sahuagin. As you arrive, he turns to you, clearly frightened. "Are any of you wounded? Those sailors need help, but I can't get close enough to heal them. But if I heal you, will you please help them?"` - [[ttrpgs/The Slayers FivePort Damali/Aurelio]], teenage acolyte
- Aurelio will cast Cure Wounds or Bless for the characters if they help sailors fight off sahuagin at the docks
- Cure Wounds: 1d8 + 4, 1 target, touch
- Bless: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Lasts for 1 minute.
- Departure in 1d6 rounds.
- Encounter: 2 sahuagin and 4 giant crabs
- Allies: 4 sailors (bandits) + Aurelio + any other villagers (tribal warriors) rescued
- [[ttrpgs/The Slayers FiveCaptain Three Earrings]], tabaxi woman
- [[ttrpgs/The Slayers FiveBoerth]], human man
- [[ttrpgs/The Slayers FiveDajarkal]], half-orc woman
- [[ttrpgs/The Slayers FiveDillyu]], sea elf man
- East Encounter
- Boris
- Lira
- Sahuagins
- Sahuagin A
- Sahuagin B
- Giant Crabs
- Giant Crab A
- Giant Crab B
- Giant Crab C
- Giant Crab D
- Sailors
- Captain Three Earrings
- Sailor A
- Sailor B
- Sailor C
- Aurelio
- The [[ttrpgs/The Slayers FiveThe Wavechaser]] is a two-masted caravel. It holds up to 20 people, including its crew of 6.
- `Flora Isle and the rest of Palma Flora grows ever smaller on the horizon as Wavechaser cuts through the choppy waters of the Lucidian Ocean. Several refugees from the village are huddled on the deck of the ship, while the crew tends to the vessel.`
- The cat-like humanoid with a captain's hat saunters over to you with a surprising grace. "I'm Captain Three Earrings," she says. "Welcome to my ship, the Wavechaser."
- West
- `A half-dozen cottages spread across this part of Flora Isle, and the waves are already lapping at their foundations. Doors hang open, and windows are smashed. One sahuagin raider leaps out of a smashed window, clutching a shark-tooth necklace in its slimy hand. `
- Encounter: 1 sahuagin
- Boris
- Lira
- Sahuagin 1
- Looting. All the houses stand empty along this stretch of seashore. A character can try to scavenge valuables by spending 10 minutes searching a house and making a DC 13 Intelligence (Investigation) check. On a success, the character finds a black velvet mask stitched with silver thread worth 25 gp.
For every 10 minutes the characters spend looting houses, the island sinks and the water on all sides advances 5 feet inward.
- Treasure. In addition to anything claimed by looting characters, the necklace carried by the sahuagin is covered in shark teeth and beaded with tiny shells, and is worth 25 gp.
- # III: Captain Three Earrings
- Introduction
- Captain Three Earrings is talking to some of the refugees from the island, the ones who weren't part of her crew: "I'm Captain Three Earrings, and bienvenue a le Wavechaser. I know exactly what happened here."
- "Captain!" Three Earrings will be called away. She'll tell the players she'll talk to them later because she is needed. They can talk to the crew and/or refugees if they want.
- `As The Wavechaser leaves, you catch a brief glimpse of the northern shore of Flora Isle. It looks like the bridge to the Palma Flora mainland was damaged during the earthquake, and the other villagers who hadn't been able to get on a ship are attempting to swim to the mainland instead. You also see the telltale splashes and fins of sharks in the water, swimming to intercept them.
"Oh no!" You hear Elanza say. She's looking at the northern shore in dismay. "Joao!"
"Joao?" another voice says. It's Ravinha. Ora, she's the half-elf that you helped fight against a sahuagin. "Why didn't he come with you? That fool!"`
- `Flora Isle and the rest of Palma Flora grows ever smaller on the horizon as Wavechaser cuts through the choppy waters of the Lucidian Ocean. Several refugees from the village are huddled on the deck of the ship, while the crew tends to the vessel.`
- [[ttrpgs/The Slayers FiveFlora Isle]] refugees
- `Island refugees have created makeshift shelters from the sun all across the deck of __Wavechaser__. Those you saved during the raid are here, as well as a handful of others who managed to reach the ship before it left the dock.`
- [[ttrpgs/The Slayers FivePort Damali/Elanza]] - tiefling, Joao's sister
- [[ttrpgs/The Slayers FivePort Damali/Aurelio]] - human student acolyte who healed and blessed everyone
- [[ttrpgs/The Slayers FiveOra]] - human - IMMY!
- [[ttrpgs/The Slayers FivePort Damali/Ravinha]], half-elf
- male halfling - [[ttrpgs/The Slayers FivePort Damali/Doctor Waldorf Perriweather]] from [[ttrpgs/The Slayers FivePort Damali]]
- female halfling - doctor's wife
- female half-elf who was on the [[ttrpgs/The Slayers FiveThe Ball-eater]] with Boris and Lira when they departed [[ttrpgs/The Slayers FiveNicodranas]]
- male human - zhelezo from [[ttrpgs/The Slayers FivePort Damali]]
- [[ttrpgs/The Slayers FiveThe Wavechaser]] crew
- After a while, [[ttrpgs/The Slayers FiveDajarkal]] will call the players to the captain's quarters.
- `A tabaxi is hunched over a wide table, puzzling over a map pinned to its surface by a half dozen knives and daggers. Several golden rings glisten on her paws as she traces potential paths through the ocean. She glances up at you with her emerald eyes as you open the door, and her feline face spreads into a sharp-toothed smile that is equal parts cheerful and unsettling.
“Ah, welcome,” she purrs. “You are the heroes from the pretty village, yes? Welcome aboard Wavechaser. We have much to discuss about the sinking isle.”`
- Three Earrings's aim: Assess the players and figure out how to get them to help her get [[ttrpgs/The Slayers FiveSharkfeather Abyss/Selachai]]'s rod. She is insightful and will appeal to Boris's honorable side.
- What Three Earrings reveals:
- The Sharkfeather sahuagin and the people of Palma Flora have been at odds for generations, since Palma Flora hosts an annual shark-hunting festival.
- A young female sahuagin named Selachai recently took charge of the Sharkfeather clan and wields unusual powers. She carries a magic scepter that has been recognized as a __[rod of retribution](https://www.dndbeyond.com/magic-items/rod-of-retribution)__, which has become a conduit for unearthly levels of magical power. (The rod is a new magic item detailed in [chapter 6](https://www.dndbeyond.com/sources/egtw/wildemount-treasures#RodofRetribution).)
- Lira does not look surprised at all. DC 10 Insight: She has been silent and oddly acquiescent during the attack, despite the fact that she was supposedly at Palma Flora on vacation.
- No one knows exactly how this young sahuagin managed to cause an earthquake powerful enough to drag Flora Isle under the waves, but that isn’t important. What is important is finding a way to delve beneath those waves and take the scepter from Selachai. Doing so would stop her from causing any more chaos, and the relic would doubtlessly sell for a pretty penny on the black market.
- [Three Earrings](https://www.dndbeyond.com/monsters/three-earrings) wants to sell the treasure and split it three ways—a third to her and the ship’s upkeep, a third to the crew, and a third to the adventurers. She offers them a total of 500 gp as their one-third share if they help her retrieve the rod.
- If the characters tell [Three Earrings](https://www.dndbeyond.com/monsters/three-earrings) that they want to challenge Selachai, she lays out several of the ports of call they could visit before turning about and sailing for the Sharkfeather Abyss.
- The earthquake dragged Flora Isle into the Sharkfeather Abyss, a nearby trench that is home to a clan of shark-herding humanoids known as sahuagin.
- A number of nearby ports or islands are good sites for __Wavechaser__ to dock, unload its refugees, and find gear that could help a group of brave adventurers take on the sahuagin in their underwater lair.
- If one of the characters does a successful Insight check with DC 16:
- Captain Three Earrings is trying to manipulate them into saving Palma Flora.
- Later, Three Earrings will visit this player and flat out offer them membership in the revelry if they can convince the other players to help her claim the treasure.
- Will they go after Selachai?
- If no
- If the adventurers would rather leave this mess behind them, she scowls and scoffs, but eventually acquiesces. The captain agrees to drop the party off in Port Damali, where she hopes to find “a few sellswords with real courage.”
- If yes: they must choose where to go
- They need to find gear that will help them breathe underwater. The [[ttrpgs/The Slayers FiveThe Wavechaser]] isn't big enough to really go into the open sea, so the choices are limited.
- [[ttrpgs/The Slayers FiveBisaft Isle]]. This tiny island has a small port. A shaman living in the hills beyond the port might be able to provide the characters with a __charm of water breathing__ (see “[Charms](https://www.dndbeyond.com/sources/dmg/other-rewards#Charms)” in chapter 7 of the [Dungeon Master’s Guide](https://www.dndbeyond.com/sources/dmg)). The charm allows the character to cast the [water breathing](https://www.dndbeyond.com/spells/water-breathing) spell, after which its magic fades. (owes Three Earrings a favor)
- [[ttrpgs/The Slayers FiveBrokenbank]]. This island village is the smallest settlement recognized by the Clovis Concord but is nonetheless filled with foreign ships. An apothecary here might be able to provide potions that would grant the ability to breathe underwater. (friend of Three Earrings)
- [[ttrpgs/The Slayers FivePort Damali]]. This city is too large for the characters to fully explore in this adventure. [Three Earrings](https://www.dndbeyond.com/monsters/three-earrings) knows a smith with black-market connections, and who can help the characters obtain a number of experimental diving helmets that would allow them to breathe beneath the waves. (an acquaintance that would help Three Earrings)
- Once the players have decided where to go: That night, [[ttrpgs/The Slayers FiveDajarkal]] will attempt to stealth past the players' quarters. If anyone is awake and has a passive perception of 15 or higher, they will hear her. She is sneaking above board to cast __animal messenger__ on a small eagle.
- "Go to the woman of white stone and light in her eyes. In her chest you will find a pale half-elf man wearing a pointed red hat. Tell him the Wavechaser goes to X."
- When players sleep: Boris has a dream.
- `In your sleep, you swear you hear a noise, a distant yell. But when you listen, there's nothing. You shake your head, and when you look up, you're in the middle of a battlefield. There are bodies all around you, mangled horribly. There are people yelling, bombs exploding. The sky is dark with smoke from the smell of cannons. What do you do?`
- After Boris interacts a bit:
- `"Captain!" A human man runs up to you, eyes wild. They've breached our defenses!`
- `Your vision goes black. One red eye appears in front of you. It speaks: "Ruin. Conquer. Kill." Then it disappears.`
- # IV: Preparing for Underwater Combat
- `"Wake up, travelers!" The voice of Boerth, one of Wavechaser's crew members, rouses you from slumber. The sun is barely above the horizon, but you can just make out the docks of a port through the porthole window of your cabin. " It's past dawn and time to get moving."`
- The refugees are leaving. They all thank the players. [[ttrpgs/The Slayers FivePort Damali/Doctor Waldorf Perriweather]] will give them 5 gp each for each refugee as a reward and ask them to find him in his house in [[ttrpgs/The Slayers FivePort Damali/The Crescents]] in [[ttrpgs/The Slayers FivePort Damali]] if they are ever there looking for work.
- If [[ttrpgs/The Slayers FiveBisaft Isle]]:
- Bisaft Isle is warm and balmy, particularly in the early morning. The whole port smells of fresh rain. Its people are wary of Three Earrings, but are kind to visitors and refugees.
- [[ttrpgs/The Slayers FiveBisaft Isle/Boulder, Parchment, Shears]] scrollery 1 mile from harbor. Proprietor: [[ttrpgs/The Slayers FiveBisaft Isle/Grimalda]], old female tortle shaman (mage stat block). She owes [[ttrpgs/The Slayers FiveCaptain Three Earrings]] a favor and gives one member a charm of water breathing. Also has four spell scrolls for sale at a cost of 50 gp each: one spell scroll of magic missile, one of shield, one of guiding bolt, and one of thunderwave.
- [[ttrpgs/The Slayers FiveBisaft Isle/Herbal Joy]] apothecary sells four [[ttrpgs/The Slayers FivePotion of Healing]] for 50 gp each and one [[ttrpgs/The Slayers FivePotion of Animal Friendship]] that sells for 125 gp. Proprietor: [[ttrpgs/The Slayers FiveBisaft Isle/Herb]], tall, geeky elven male alchemist with pimples.
- [[ttrpgs/The Slayers FiveBisaft Isle/The General's Goods]] general goods store with sign: "No chitchat. Just business."
Proprietor: [[General Haymitch]], stern half-orc with a military bearing and perfunctory manner. Sells any Adventuring Gear worth 50 gp or less.
- [[The White Knight]] smithy, a **veteran** ex-knight male dwarf, [[Stanislav]] with a noble past and a serious passion for smithing and his work. He will sell any basic weapons and armor worth 200 gp or less (has two of each item).
- If [[Brokenbank]]:
- Brokenbank is a muddy, rain-slick village crammed full of travelers. It can feel claustrophobic, and it seems as though a leering Zhelezo guard stands on every street corner.
- [[Potions and Lotions]] apothecary. Proprietor: Aldageam, chubby female sea elf druid. Three Earrings saved her life when she was young, so even though she doesn't trust Three Earrings, she will sell the players 3 potions of water breathing for 40 gp each. (half price)
- Also sells four [[ttrpgs/The Slayers FivePotion of Healing]] for 50 gp each and one [[Potion of Animal Friendship]] that sells for 125 gp.
- [[Pawn Star]] pawn shop and general store. Items sold here will fetch 75% of new price instead of 50%. Sells any Adventuring Gear worth 50 gp or less.
- [[Hubbubery]] scrollery. Crazy store with many birds flying, paper flying, chairs barking, complete chaos. Also has four spell scrolls for sale at a cost of 50 gp each: one spell scroll of magic missile, one of shield, one of guiding bolt, and one of thunderwave. Proprietor: halfling female Hannah, who seems not at all perturbed by the chaos.
- [[Fear and Fire]] smithy. Proprietors: two slight halfling young twin girls, Fear and Fire. They are both blind and extremely creepy. They finish each other's sentences and sometimes speak at the same time. They seem too slight to operate the smithy. They are actually wizards who employ telekinesis to make armors and weapons. They will sell any basic weapons and armor worth 200 gp or less (has two of each item).
- If [[ttrpgs/The Slayers Five/Port Damali]]:
- Port Damali is a beautiful and lively city, but its docks are smelly, weather-beaten, and dangerous.
- [[Hek's Pecs]] smithy. Three Earrings gives players a letter to give to the smith without opening it. (__The Revelry is requisitioning your supply of diving helmets. Ask no questions, and your next shipment will arrive unharried.__)
- Proprietor: Hektor, middle-aged human **veteran** who blanches when he reads the letter and will just give them three diving helmets that look like a cage wrapped around a fishbowl of steel and glass. No payment. They are __breathing bubbles__.
- He will sell any basic weapons and armor worth 200 gp or less (has two of each item).
- [[Verdant Ventures]] apothecary sells four [[ttrpgs/The Slayers FivePotion of Healing]] for 50 gp each and one [[Potion of Animal Friendship]] that sells for 125 gp. Proprietor: Tall male firbolg enchanter Heymat Sol, sheepish, "Respectfully..."
- [[The Wailing Weasel]], general goods store. Proprietor: Luna, creepy female tiefling who doesn't blink. She is cradling a weasel that begins to wail. Sells any Adventuring Gear worth 50 gp or less.
- [[The Library]], scrollery. Proprietor: half-elf male Gregory, nose stuck in a book the whole time. Also has four spell scrolls for sale at a cost of 50 gp each: one spell scroll of magic missile, one of shield, one of guiding bolt, and one of thunderwave.
- Back on the boat, on the way to [[Palma Flora]]
- Captain Three Earrings is standing and just looking out silently into the waves. If anyone approaches, she will ask: "What is the most important thing a captain can feel for her crew?" Players can make a DC13 Persuasion check. If successful, Three Earrings will start to be more friendly towards all players.
- # V: (Optional) Ship Fight: Revelry vs Clovis Concord
- After returning to the boat: In the middle of the night, [[ttrpgs/The Slayers FiveKijori]] yells "Captain! Ship spotted!"
- Ship is the [[ttrpgs/The Slayers FiveMoonbeam]], a caravel flying the colors of the [[ttrpgs/The Slayers FiveClovis Concord]]. It is slightly smaller than [[ttrpgs/The Slayers FiveThe Wavechaser]] and so is gaining on her rapidly.
- [[ttrpgs/The Slayers FiveLieutenant Commander Voskiir Larth]] is looking for Three Earrings. He is a princely and flamboyant pale-skinned, male half-elf **bandit captain**. He has a three-pointed red pirate's hat.
- He will yell, voice magically amplified: "I am Lieutenant Commander Voskiir Larth. I am looking for the pirate known as Three Earrings. We do not wish to harm anyone else! In the name of the laws of the Clovis Concord, surrender your vessel peacefully, or all your lives are at stake!"
- Heidi: "I am sorry, captain! They appear to have been waiting behind that rock formation there!"
- Three Earrings: "Impossible. This is a new ship! How did they find us?" Then her eyes narrow and look at the players. "We have a spy in our midst. Maybe more than one." She turns to them and walks towards them threateningly. "Which of you informed the Clovis Concord of our whereabouts?"
- Lira will try to convince Three Earrings it's not them.
- CTE: "What were you REALLY doing in Palma Flora?"
- Lira: "I heard the same rumors you did, about the sahuagin planning an attack. I hired him (pointing to Boris) because he seemed to have a soft spot for those in distress and came here to try to prevent it, but we were too late. I have no connection to the Clovis Concord!"
- "You know, there are real people in Palma Flora whose lives will be forfeit if we do not stop Selachai. I promise you Larth will not care one whit about those people. He cares only for the bounty on my head-- which is there because I refuse to give them a cut of money that *I* and my crew have earned!"
- Three Earrings asks Heidi if they can outrun them, but Heidi will say no.
- Three Earrings thinks for a second and says "He says they're after me. Tell him I died in Palma Flora. If he does not listen, we'll have to fight. I have a feeling he won't spare you once he sees me among you." And she slaps her three-pointed hat on Heidi's head. To players: "I hope you will fight with us, but if not, you will need to fight against us." With that, she turns and disappears around a corner.
- Voskiir is not going to listen to reason. He boards and attacks everyone immediately as conspirators. DC 12 Perception or Insight to see that he turns away from [[ttrpgs/The Slayers FiveDajarkal]] when choosing whom to attack or that Dajarkal has disappeared.
- [[ttrpgs/The Slayers FiveDillyu]] runs up to him. "Sir, I just joined the crew a few days ago! I had no idea she was a pirate, I swear it!" Voskiir Larth backhands him. "Pirate scum! I know your tricks!" He begins to attack.
- Heidi yells. "Three Earrings died in Palma Flora! She's not with us!"
- Encounter!
- Voskiir - only he attacks players. Others attack crew.
- 2 thugs - Heidi
- 2 scouts - Kijori, Dajarkal
- 4 bandits - Boerth, Dillyu
- Voskiir casts a [[ttrpgs/The Slayers FiveSword Burst]] cantrip. Boris and anyone within 5 feet of him must make a Dexterity saving throw. Boris hears a voice ("Conquer.") and gets advantage.
- Level
Cantrip
Casting Time
1 Action
Range/Area
Self 5 ft
Components
V
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Force
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Danger SensePHB, pg. 48
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
- Reckless AttackPHB, pg. 48 -- at first battle for Boris, a word whispers in his ear: "Kill."
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
- Heidi has dispatched two of the men with him and she has begun to take the helm, attempting to out-maneuver the Moonbeam, which is giving chase.
- CTE will appear and fight with players after a bit. "How much are they paying you for me, Larth? At least my honor is not for sale!"
- The only thing that will sway Larth is if the players turn on Captain Three Earrings.
- Players will be forced to side with either the Revelry or the Clovis Concord.
- # VI: The Ruins of Flora Isle
- 
- Arriving: `Heidi Axebeard shouts out from the helm. “Sharkfeather Abyss! We’ve arrived!”
The crew is gathered to the starboard side of the ship to look across the waves as the first light of dawn creeps over the horizon. Along the distant coast, you can make out the mainland section of Palma Flora, which is intact but appears deserted, its residents presumably having fled in case of another sahuagin attack. The waters around the ship are murky and marked by only a few stray scraps of driftwood bobbing lazily on the surface. At first, you don't notice anything odd like Boerth mentioned, but Heidi catches your eye and holds her finger to her lips. And you hear it.
Nothing. But a nothing that is unnatural. This close to land, you SHOULD hear birds flying. Carts on the mainland rattling over the cobblestones. Waves. Instead, you hear nothing, and the entire crew is silent as well, as if waiting.`
- Passive Perception of 15: `You spot movement out of the corner of your eye. Something is climbing aboard the ship from the port side—a small party of sahuagin! Close behind them are two hulking, shark-headed humanoids.`
- 8 sahuagin come on board. 3 will call sharkbody abominations. Players must fight 1 sahuagin and then one sharkbody abomination. It's Abari, proprietor of [[ttrpgs/The Slayers FiveRiptide Inn and Tavern]] who sold Boris a harpoon.
- Sahuagin flee when first abomination is killed.
- `As they flee, Three Earrings emerges from below decks and shouts, “Adventurers! Use the supplies we’ve acquired and follow them into the trench! We’ll deal with the last of these monsters!”`
- DC 13 Athletics check to dive down to the trench. one level of exhaustion on failure.
- ## Showdown with [[ttrpgs/The Slayers FiveSharkfeather Abyss/Selachai]]
- `What remains of the sunken island is wedged precariously in the undersea trench. The skeletal frames of its houses still stand, and the gruesome remains of villagers are strewn about.
Five sahuagin flanked by several of the shark-like abominations you fought earlier kneel within the ruins before a sahuagin wearing a magnificent headdress. This figure is chanting something in an unknown language and holds aloft a gleaming scepter tipped with a glowing amber eye.`
- Monsters
- 1 sharkbody abomination
- 5 sahuagin
- [[ttrpgs/The Slayers FiveSharkfeather Abyss/Selachai]] - [sahuagin warlock of Uk'otoa](https://www.dndbeyond.com/monsters/sahuagin-warlock-of-ukotoa)
- Selachai is casting a ritual, turning the body of another Palma Flora refugee into a sharkbody abomination. She sends one sharkbody abomination to the players and will only stop her casting if that is killed.
- DC 13 Insight check to figure out that she doesn't want to kill the players-- she is hitting to knock them unconscious, not kill them.
- ### Defeat
- Characters wake up on the beach of Palma Flora a few hours later, wrists and ankles bound by kelp (DC 13 Athletics check) and with 4 sahuagin guarding them. When they wake, they call over Selachai.
- `The sahuagin priestess emerges from the water to face you, her mouth spreading into a huge grin that reveals her needle-like teeth. In fractured Common, she says, “I could use the help of land walkers like you. The surface dwellers and boat riders hunt us with their hooks and harpoons, but they trust you. Take my hand. We don’t need to fight. I can tell you so many tales of the land walkers’ evil.”`
- ### Victory
- [Rod of retribution](https://www.dndbeyond.com/magic-items/rod-of-retribution) falls out of her lifeless hands and sahuagins disperse.
- Boris sees something flashing by his feet. It's a dodecahedron. When he touches it, his mind fills with a white light and a ringing sound. When his vision clears, the object is no longer at his feet, and the sand looks like it's swallowed the object up.
- Three Earrings rolls down a rope ladder and asks for the rod as soon as they get back.
- If they give it to her
- She will come clean about being part of [[ttrpgs/The Slayers FiveThe Revelry]] and tell them they need to come to [[ttrpgs/The Slayers FiveDarktow]] - that's how she's going to sell the rod. `There’s no use in being subtle about it,” she says with a shrug. “I need to fence this thing in order to get you your gold. No place to do that but in Darktow.`
- If they refuse, the entire crew will attack the players and drag them to Darktow in chains anyway. `Three Earrings orders the crew to throw any survivors in the brig. “They know too much now,” she growls bitterly. “The Plank King will know what to do with them.”`
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