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The Setup Box Details

(Written for Level 6 Characters, easily adapted for all levels)


The box has 10 STR/DEX/CON, and 0 INT/WIS/CHA, AC 20, HP 10.
The entire Ship's hold is full of 20 barrels of Wildfire. The barrels
are mostly stable, but will detonate if exposed to fire. Each bar- The instant it is opened or "senses" distress, the box "casts" Delayed
rel will deal 8d8 of damage in a radius of 20+1d20*5 feet. Blast Fireball (DC 15) with Extended Metamagic and the gem starts
visibly blinking/ticking.
There is a large ornate chest in the middle of the ship's hold with
a fist-sized gem inside of it visible through a pane of glass. For extra flavor, quietly increase the radius by 1d6 ft every round it
doesn't detonate.
The interior of the box is lined with an anti-magic field, so spells
or physical objects cannot penetrate the interior of the box with- For all intents and purposes the Box is "Concentrating" on the spell,
out it being opened first, as the field hinges with the lid. and upon taking damage makes a concentration checks like any
other creature. Once concentration is dropped, the spell ends and
To defuse the bomb, the gang need to successfully defeat the the gem detonates.
locks on the box, open it, then remove the blinking gem or cast
Dispel Magic on it. If it is destroyed, it loses concentration and the bomb goes off. If
PC's remove the blinking gem from the box, they must make DC 10
Gently touching the window does nothing other than show it to be DEX Saves per the rules in Delayed Blast Fireball.
solid glass. Casting a spell on the box powers on the device.
The box is airtight and watertight. Therefore, if it is thrown into the
If you're real mean, put a glyph of warning under the box (Investi- ocean, it will float and bounce along the hull of the ship. The impact
gation to find) that triggers the bomb to start ticking if its removed. of the water is enough to trigger the gem inside if it isn't already.
They've still got a minute to defuse it, so they're probably fine...
Box Variations:
Players can attempt to carry the box to a safe distance. While Tiny Box:
holding it, if they take damage, they must make a CON save simi-
lar to Concentration, (Half damage taken, MIN DC 10) or they Each turn the carrying player must make a DC 15 Acrobatics or
drop the box. Sleight of Hand check as their action to protect the fragile wires and
instruments. Failure means DC 20 DEX save to not drop it, triggering
DC for most saves and checks = 15 or 12+Proficiency unless the bomb.
noted otherwise.
They repeat these checks every turn they are carrying it and it is not
actively blinking.
Opening the Box
Medium Box:
Two Keys: This works like a Safe Deposit Box. Players need
two particular keys turned at the exact same time (One creature The box is 200+lbs and is clearly designed to be carried by two
readies an action to turn on the other's initiative). Players can find medium sized creatures. Each carrying creature must use their ac-
one or both keys through RP Shenanigans. Alternatively, PC's tion to make Athletics checks that combined must total a DC 30 to
can cast Knock or Pick the Lock, but they must both succeed at move the box their full movement.
the same time or else the box starts ticking.
- If they beat a 20, they get it there safely, but only half their move-
Disassemble the Hinges: PC's need to make three consecutive ment. (This lets the Barbarian rage and solo carry the thing too).
Lockpick checks as three separate actions. There is only room
for one person in front of the locks, and they cannot stop and - Less than 20 and they need to make a DEX save to not trigger the
restart the process, so one character must make three consecu- detonation process right there.
tive lockpicks in a row. (Thief Rogues or Action Surging Fighters
can actually make 2 checks in a turn). - Less than 15 (combined still) and the the bomb is activated.
The first "tumbler" is DC 15, the next is DC 20, the last is DC 25. The Ship
Failure on any check means the picker has to start picking the The Bomb
locks all over again. Again, Knock works here too, but it does Driving
mean burning three spell slots as three actions on three separate The bomb was created by an artificer who has modified the magic of
locks. a Delayed Blast Fireball. It is wired to detonate in 2 minutes, (or 20 The Ship's Captain has been specifically trained to handle the ship alone with a zombie crew.
rounds) when it maxes out at 24d6 to all creatures within 40ft. DC 15 I've chosen an upgraded Azer, but the intention is for a creature of at least 1 CR higher than the party's current level.
Failing any lockpick check by 5 or more triggers the bomb's acti- DEX Save for half.
vation. One creature may use Help to grant advantage, and it's a If the captain is distracted or incapacitated, the ship will begin to list towards the fleet as there is no pilot. It will be fine for awhile, but at each Initiative 0, roll a progressive
great time to use boosting spells like Bless or Guidance. If detonated in the same round it activates, the damage is only 12d6. 1d20 to see if the ship stays on course. For the first round, it begins to lose control on a 1. The second, it loses control on a 2 or lower, third a 3 or lower and so on.
Failure by 10 or more and the Thieves Tools break. Fail a DC 10 If the case is properly unlock, it can be removed using DC 15 Sleight The fleet is sailing in close order. Once the ship is out of control, it will hit another ship in the fleet in 3 points towards Failure. Should they crash into a ship, everyone
DEX save and they break in the lock. Mending can fix the tools, of Hand checks to put it somewhere safe. must make a DC 15 STR save vs prone after each crash. Failure by 5 or more and they are also moved 5ft towards the nearest edge.
but that's going to be a very long minute.
However, the first round it is blinking, it will only deal 4d6 damage to After three crashes, the bomb will begin to blink. After 5 crashes, the ship will begin to sink and begin to fill with water. At initiative 0, the ship gains 1d6 feet of water, start-
all creatures within 20ft. Still enough to instantly trigger the Wildfire if ing in the hold.
Defusing the Bomb nearby.
To prevent this, each round the team needs to make a combined Ship Handling check of DC (6 Players x DC 10=) 60 to not crash. No points towards failure or success.
Once the box is open, any caster can foil the detonating bomb Each round the bomb grows it adds 2d6 to its damage, and 5ft to it's On failure, the ship will drift 1 point towards the nearest ship.
with a DC 17 casting of Dispel Magic. Alternatively, players can explosion radius.
grab the gem (with DEX Saves per the spell) and throw the gem If they can beat a combined DC 90 on the group check, they can direct the ship one point away from the fleet. Once the ship is 10 points away from the fleet, it can be
sufficiently far away from the exploding barrels. Handling the blinking activated crystal follows the same procedure as locked into "autopilot" on a course away from the fleet.
the normal spell.
The Barbarian solution is actually more viable here. They can Any NPC's or Familiars the crew has with them that can perform an action may assist with these checks on their own initiative.
reasonably carry the bomb somewhere safe, smash the crate to Arcana identifies several things at varying DC's:
pieces, which will activate the bomb on the first round or two of To help the ship with an action PC's have to physically move their character to the appropriate station.
it's activation, dealing a mostly survivable amount of damage. 10 Spots the gem as an evocation spell that can be dispelled.
....So long as they are far enough away from the Wildfire barrels. 12 Spots the anti-magic field protecting it. DC 20 to dispel the field. - STR = Pull ropes on deck anywhere within 5ft of the edge.
15 Spots that casting anything on the box triggers it. - DEX = Align the sails. Dance around ropes up top. CON Save vs half damage (Min 10) to not fall if they take damage or the boat crashes.
Should be good for getting the palms sweaty. In the spirit of fair 17 Clocks the Spell as a modified Delayed Blast Fireball. - CON = Bail water. Must be in the lowest point of the boat. Not athletics because it's cold/gross down there. Does not change the water's elevation.
play, roll for Initiative when they go to pick the bomb (or just let 20 Clocks the Spell's range modification, and it's starting size. - INT = Drive the boat, must be holding the wheel.
players pick their turn order), setting the Bomb on Initiative 0. 25 and the PC's will know the exact size and damage every round. - WIS = Navigate. Must be up in the crow's nest. CON Save vs half damage (Min 10) to not fall if they take damage or the boat crashes.
- CHA = Inspire (not advantage) a crewmate. Must stand next to anyone else making a Ship Handling Check.
Be extra explicit on where everyone is and isn't so there's no Bomb Counter:
surprises when someone is caught in the blast radius, or was so Anyone proficient in water vehicles can add their proficiency bonus as well. Otherwise, it's a straight ability check. They're still free to use their movement and bonus ac-
far back that they needed a Dash Action to get there and can't OOOOOOOOOO tions, but if they're not in the right spot to use their action at the end of their turn, they don't add anything to the Ship Handling check.
cast Dispel Magic this turn.
OOOOOOOOOO Players feeding actions into the Ship Handling check do not roll the check until Initiative Zero, resolving all the checks and total at once. That way everyone has to choose
between "Ship Action" or "Attack" without knowing how the score is going. This also has the convenient advantage of splitting the party all over the ship, making it hard to
support each other in combat.
The Zombie Crew: The Azer is leading a crew of 16 Zombies corrupted at a nearby port. They are scattered throughout the ship, but there are at least 8 trapped in the
hold, as they lack the manual dexterity to climb the rope ladder in the back.
The Wildfire: There are 4 barrels of wildfire in the Lower Deck and 16 barrels in the cargo hold. The barrels are relatively stable, but if exposed to any amount of Fire
damage, they catch fire. At the next Initiative Zero, the barrel will explode, taking 1d20 other barrels with it. Each barrel that explodes deals 8d8 damage. Any remaining
barrels will be ignited and explode the following Initiative Zero. The explosion radius for each blast is 20+20*(Barrels Detonated).

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