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Can your party stop the pirates before they escape? by Brett Simison
A 1st tier adventure ready to drop into your campaign MooseLich.com
1. Alarm Trap A party of adventurers followed a pair of drunk and bragging ship launcher 8 that hauls the Torment from the cavern for a
Concealed outlaws from the local tavern and discovered the secret quick getaway. Begin counting rounds as soon as the party trips
pressure plate entrance to the coastal cavern where pirates keep their ship, the silent alarm or, if they avoided the trap, once they are spotted
on the floor (DC the Torment, and unload their stolen wares. The entrance is inside the cavern. The ship escapes after 8 rounds.
17 Investigation) 1 trapped with an alarm trap 1 that that silently alerts the
that activates a brigands to intruders. Once triggered, the pirates activate a
silent alarm. If
triggered,
2. Black Powder Barrels
6d6 Fire Damage 20' radius. 2
notifies guards
5 to detonate Detonated with flaming crossbow Cavern Height: 45'
black powder bolts from guards 5 or sailors
barrels 2 near on board the Torment .
the entrance and
activate the ship
launcher 8 . 2
4
Cavern Height: 70'
Waterfall Height: 60' . The Torment
Sailing Ship - 105' L, 25' W, 90'H; Hull: AC 15 HP 300; Sails: AC 12 HP 100
6. Cannons Ship launcher 8 accelerates the ship out of the cavern in 8 rounds (see
Loaded with Grape Shot dispersal Progress Tracker above for speeds). Crew: 12 Bandits and 1 Bandit Captain.
shrapnel. 6d10 Piercing. Requires 3 actions = 5'
to load, aim, and fire.
3 6
TH
and new boards.
MOU
The latter are pre-
cut and will
collapse. DC 15 5 5
N
Investigation to
ER
detect, DEX save
V
15 or dropped
CA
into waterfall.