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Sea of Thieves - Hunting The White Lady
Sea of Thieves - Hunting The White Lady
WHITE LADY
H unting
The W hite L a dy
Contents
Chapter 1: Cannot Reach It Atoll 11
Chapter 2: Big Fishing 17
Chapter 3: That’s Our Megalodon! 27
Chapter 4: A Bounty Paid Fairly 33
Editor
Matthew Sprange
Special thanks to Peter Hentze, Adam Park and the whole Sea of Thieves team.
© 2019 Microsoft Corporation. All Rights Reserved. Microsoft, Rare and Sea of Thieves are trademarks of the Microsoft group of companies.
4
Horace the Hoarder has lost one too many Horace has placed a 1,500 gold piece (15 Gold
chests thanks to a Shrouded Ghost Megalodon Token) bounty on the Megalodon. He figures he
he has nicknamed The White Lady. He has a will lose more if that monster is not destroyed
large bounty on it: whoever can kill The White soon, but he is not stupid; he will not just take a
Lady and drag her to Dagger Tooth Outpost as pirate’s word that The White Lady was killed. To
proof will receive 15 Gold Tokens. This creates earn that gold, a pirate has to return to Dagger
a frenzy of skilled pirates hunting Megalodons. Tooth Outpost with the Megalodon’s carcass.
The players will have to track down Merrick’s
shanty to summon The White Lady, defeat it and Not only is the bounty a lot of gold for a pirate,
tow it back to Dagger Tooth while fending off it is a proper pirate adventure. Some pirates are
pirates looking to steal the catch. wary of battling a Shrouded Ghost Megalodon
and (perhaps wisely) have stayed away, while
Background
others laugh and believe Shrouded Ghosts are
only scary myths. But some will hunt The White
Lady, their minds already ablaze with all the
Megalodons are giant sharks (emphasis on the gold and glory this adventure would earn.
giant) swimming in the deeps that occasionally
New Rules
come to the surface. They have existed for a
long time in the Sea of Thieves but disappeared
before a pirate named ‘Merry’ Merrick helped
bring them back. He discovered a sea shanty and This Voyage introduces some new ideas for
drum that, when played correctly, summoned the Sea of Thieves Roleplaying Game that have
the biggest Megalodon ever discovered up to appeared in the video game: Megalodon variants
that point: The Hungering One. Giant even for and harpoons.
a Megalodon, its arrival in the Sea of Thieves
brought back other Megalodons for good. Megalodons
GMs can find rules for a typical Megalodon on
Some are just curious about ships sailing the page 49 of The Book of Lore. Presented here are
Sea of Thieves, while others are territorial and the rules for four new variants: Crested Queen,
will sink even galleons that dare sail through Shadowmaw, Ancient Terror and Shrouded
their waters. Even experienced pirates in the Ghost. They are similar to a typical Megalodon
Sea of Thieves worry when they see a giant fin but with some differences in appearances,
breaking the waves. Still, it is not like the Sea of difficulties and special abilities.
Thieves is a safe place. Megalodons became just
one more thing to worry about.
5
Shadowmaw Megalodon
(black skin with a glowing red-ish fin)
Legendary | 22 | Weak with harpoons
(see below)
Instead of Danger: -1 Timer if PCs try to
escape, use Danger: -1 Timer if PCs try
to fight.
6
Ancient Terror Megalodon
(gold and green skin and fins)
Legendary | 24 | Weak with harpoons
Instead of Interrupt: -2 Victories with
sailing, use Interrupt: -2 Victories for
repairing ship damage.
7
dragged aboard. It will cause an Injury if it hits
Harpoons a PC like this.
All pirate ships now have two harpoon stations
near the bow. While they can be used as a
If the pirate hits a big object, they can tow it
weapon for a violent Solution, their primary
behind their ship so long as it is not resisting.
purpose is to either capture objects or tow/
If the target resists (as a crewed brigantine or
anchor the ship.
Megalodon likely will) , the Consequence will
include being towed by the object rather than
If a PC is manning the harpoon station, they
the other way around. Try to tow a galleon and
can include drawing in an object or person
fail, and it is the PCs’ ship that gets towed!
aboard their ship in the Solution to a Problem.
For example, if the PCs are facing the Problem.
GMs should let players have fun with harpoons
The enemy sloop will get away (4/4 ) , a player
and come up with creative ideas. Remember that
can say ‘I use the harpoon to slow the sloop
in this game, players do not roll to hit something;
down so we can capture it’. In these situations,
they roll to solve Problems. Rather than have
the harpoon grants +1 Legendary Dice at Hand,
players roll to hit with a harpoon, let players use
Close and Middle ranges ( but not Long) .
it in a Solution to one of the GM’s Problems like
any weapon. And do not forget to include the
The GM can say a harpoon will not work
harpoon’s effects when narrating rolls!
for some Solutions, such as trying to defeat
a skelly-manned cannon on an island. Also,
harpoons can only hit something off the bow
(straight ahead or to one side) . P r epa r ation
Before starting the Voyage, explain how
If a pirate hits a small object with a harpoon,
harpoons work. The PCs will need them in this
they will have it aboard their ship when the
Voyage to tow The White Lady back to Dagger
Problem is solved (if used outside of a Problem/
Tooth Outpost. Also, make sure the players
Solution, there is no need to worry about the
have 3 banana, bullet and plank tokens aboard
time) . Treasure chests, small barrels and even
their ship . Resources will be scarce in this
pirates or skellies can all be harpooned and
Voyage, so start them with the usual amount.
8
9
C hapte r 1:
C annot Reach It Atoll
The crew were chasing down a sloop with a This gives two Problems for the crew to solve:
Captain’s Chest. Realising they were losing, the
enemy crew dumps the chest overboard and sails 1. The Remora’s Rest will escape (6/4) .
away. The PCs will have to decide which to go 2. The treasure chest will remain on the
after. The sloop can be caught easily enough, ocean’s floor (4/U) .
but the chest sinks into a group of four sharks.
Afterwards, the crew sails to nearby Dagger The crew can try to do both, but if they pick
Tooth Outpost to sell their loot – and hear of the treasure chest first, they will lose the
Horace’s bounty on The White Lady. enemy ship as it skirts the blood-red waters
along the Devil’s Shroud. Also, GMs should
adjust Difficulties depending on the PCs.
A Tough Decision If they have a full crew and each has plenty
of Legendary Dice, increase them a bit so the
Problems are more challenging.
That was yesterday. Today, as the Whenever a player rolls a , the Shroud
sun sets on the Sea of Thieves, you’ve creates a new Problem: Holes in your ship
been chasing their red-painted sloop will sink it (4/4) . Keep piling up new Problems
across the waters, laughing as they use as they sail through the Shroud even if they
speaking trumpets to complain you are capture the enemy sloop.
not being fair. As you both near Black
Sand Atoll, you watch as the pirates The two pirates aboard the Remora’s Rest will fight
dump a Captain’s Chest overboard rather than be captured but complain bitterly the
in the shallow waters. They then sail whole time about how this is so unfair.
due north towards the Devil’s Shroud.
Clearly, they hope to escape.
12
If they go after the treasure... By now, the players GM’s Note: The PCs should sail for Dagger Tooth
will see four sharks swimming in the waters next, but if they want to visit another outpost, that
near the treasure chest. Diving down to get the is fine. Just change the name of the Gold Hoarder
treasure means fighting them: The sharks will eat liaison from Horace to someone else.
Angry Horace
one of you alive (10/4) . Since the Problem related
to grabbing the treasure has Timer Unlimited,
the PCs do not need to worry about running out
of time to collect the chest. But if they do not Once they arrive at Dagger Tooth, they find Horace
solve the shark Problem in time (and notice how standing on a barrel and speaking to a crowd.
sharks have an Interrupt ability to -1 Timer) ,
then one of the PCs will die here.
13
The PCs can talk to Horace and readily get the
following information.
14
‘It’s not gold, but the story shines
like gold. ‘Merry’ Merrick is an
Captain Cho Kwon
Assertive | Overbearing
old pirate who discovered the first
Powerful | 10 | No weakness
Megalodon thanks to a special song
Interrupt: -1 Victory with talking
and drum. That golden noise called
Interrupt: Lose half (rounded down)
forth the goldest... err, biggest
Victories in the hold with her ship
Megalodon you would ever see —
Danger: -1 Victory with fighting in Hand
The Hungering One! Merrick lost
range
two legs in the process, which might
Danger: A cannot be used to
be why he loves alcohol better than
belay a
gold, if you believe that. But now
he runs some kind of new trading
company out of Stephen’s Spoils.
Quartermaster
Probably trying to get more gold.
Pierre La Mort
Powerful | 8 | Weak with cutlasses
That would make sense.’
Interrupt: Must pick two options
from ’s tough choice
Danger: cause -1 Victory + tough choice
Normally, an outpost is a great place to stock
up on supplies before a Voyage. Since Horace’s Boatswain Elisha McKean
bounty has interested so many pirates, the Strong | 6 | Weak with blunderbusses
barrels are now bare. No tokens can be found Interrupt: -1 Victory with teamwork
here. The players can sail to another outpost Interrupt: -1 Timer with talking
(the North Star Seapost is likely closest, but
barrels can be found on most islands in the Sea Young Pete
of Thieves) to stock up if they want. Average | 4 | Weak with talking
Interrupt: -1 Victory with fighting
As the players search for supplies, or if they
try to head straight to their ship, they are
blocked by Captain Cho and her crew from the
Note: If the GM wishes to treat all four pirates
galleon Black Bull. Cho was the tall captain who
as one Problem, the Difficulty would be 18.
does not believe in Shrouded Ghosts, but she
is smart enough to know she could be wrong.
When she realises the PCs are going after The
White Lady, she wants to intimidate the PCs The Black Bull
before secretly following them. -2 Victories with combat and -1 Victory
with speed (at full sail)
Cho and her pirates will not let this become a
fight if they can avoid it; they really just want to
intimidate people. At most, the GM can introduce GM’s Note: The Black Bull and her crew will
a problem like Captain Cho will embarrass you return to try and steal The White Lady from the
in front of the whole outpost (10/4) . After some players, so take note of any rivalries developed
eyeballing and choice words, they casually head in this scene. For example, if one PC openly
to their galleon. mocks Captain Cho, she will remember that
when everyone meets up again in Chapter 3.
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C hapte r 2:
Big F ishing
The players set sail to find The White Lady but Eventually, it will be time for The White Lady to
it dives deep before anyone can kill it. This is make her appearance.
when they track down Merrick to find the song
and drum needed to keep a Megalodon on the
B
surface. Once acquired, the crew can summon etween the white-topped waves,
The White Lady, defeat it and use harpoons to you spy the largest shark’s fin
pull their spoils back to Dagger Tooth Outpost. you have ever seen. It’s the size of
a pirate, and it almost glows pink!
L ooks like Shrouded Ghosts are
Stay Up, You very real! As you scramble about
your ship, it effortlessly swims in
Stinking Fish! circles around you. You hear a deep
rumble that rattles your bones, and
Using the world map, the GM should ask the the air smells of rotting fish . Your
players to decide exactly where they want to Problem is clear: The White Lady
search for The White Lady. Horace said to will sink your ship (26/5) .
search between Shipwreck Bay and Shark Fin
Camp, but that is still a lot of water to cover.
There are two ways the GM can handle this scene. There are two goals to this scene: First, to give
the players a taste of how hard it is to defeat
1. Place The White Lady somewhere spe- a Megalodon and second, to get the players
cific: The GM sets either a home or path annoyed when The White Lady eludes them.
for The White Lady, such as ‘just west
of The Sunken Grove’ or ‘repeatedly That is right, they cannot kill the Megalodon
swims between Shipwreck Bay and Isle yet. When the players have around 13 Victories
of Lost Words’. When the crew sails to in the hold or Turn 4 begins, The White Lady
the right spot, they can roll against a descends to the deeps so it can heal.
Problem like The White Lady remains
unseen (12/U) or just skip straight to
the fight.
2. Let the players find The White Lady
when it is the right time : Instead, the Y ou watch the great beast slam
into the waves, nearly toppling
your boat in the process. But it
GM can either go straight to a ‘find
the Megalodon’ Problem like above and stays down. Minutes pass, and the
have players roll Victories until they Megalodon has not reappeared.
get enough. However, there are several The waters are calm once again.
things the GM can throw at the players Some seabirds fly overhead.
beforehand, such as the Black Bull say-
ing hello with a salvo of cannonballs or
a skeleton galleon popping up from the
depths. Just do not offer up a Kraken;
one giant sea monster is plenty for now.
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The White Lady
(Megalodon)
Legendary, | 26 | Weak with cursed
cannonballs
Interrupt: Cause 1 Injury to all
players on the same ship when no
Victories are rolled
Interrupt: Create the new Problem
The ship will sink (4/4 ) when a
player is injured
Interrupt: Lose half of Victories in
the hold
Danger: -1 Timer if PCs try to escape
Danger: Must pick two options
from ’s tough choice
Danger: -1 Victory with fighting
19
In the meantime, you should let The White Merrick learned this shanty and its mystical
Lady cause as much mayhem and damage as beat by studying the Ancients. Once he found
possible. Fighting a Megalodon is supposed the Drum of the Deep, he tried to sing the
to be dangerous! When new Problems appear, song. He really did! But he was hitting the
showcase the damage done to the players’ grog heavily in those days and could not do it
ship such as Holes in the hull caused by the himself. Eventually, another pirate crew used
Megalodon’s bite will sink your ship ( 6/4 ) or the drum and defeated The Hungering One.
use the Megalodon’s Interrupt ability. The
Megalodon will not swallow any pirate whole, Since then, Merrick has cleaned up his act. He
but it will cause injuries. has reunited with his wife, Serik, and their
extended family. Together, they founded a new
Just be careful about killing too many players. trading company in the Sea of Thieves : The
Although death is only a setback thanks to the Hunter’s Call. Instead of trading gold or spices,
Ferryman, it still takes away one Legendary they are dedicated to fishing and hunting. They
Dice permanently (well, at least until they are mostly based at seaposts, and Merrick and
finish this Voyage) . That can make it harder to Serik are typically found at the Stephen’s Spoils
survive the huge battle later on in this Voyage, in the Ancient Isles (the same one featured in
and if The White Lady sinks the players’ ship, Poor No More in the Book of Voyages) .
it will swim away while mermaids take them to
their restored ship several islands away. And good ol’ Merrick has even sobered up. Mostly.
20
This is Merrick, and he assumes the PCs are
here to trade (if the crew could not get enough
supplies back on Dagger Tooth Outpost, there
are enough here to fill their ship to capacity) .
He is proud of his new job as cook and Hunter’s
Call leader, so when the PCs bring up the
shanty, Drum or hunting Megalodons, Merrick
gets a bit grumpy.
‘Merry’ Merrick spoken (and not just for a pirate) , but once he
gets something in his mind, he does not let go.
Dedicated | Anxious
Powerful | 8 | Weak with fish
Interrupt: -1 Timer with fighting
Danger: -1 Victory with trading
21
How can the PCs get the jounral containing
the sea shanty from Captain Rodrigo? There
are several ways but combat is likely the worst
choice. Sure, it is technically possible but the
captain and his pirates are one of the strongest
crews in the Sea of Thieves. Fighting all
four pirates combined would be harder than
defeating The White Lady! That is why there
are some non-fighting options :
22
Fight Like a Lady
T he Drum of the Deep is both
primitive and elegant. The fine
red wood is braced by a shark’s jaw
Once the players have the song and drum, and
they are in the right position (wherever that
turned out to be at the start of this chapter) ,
and teeth. Centred on the blue skin they can start the shanty and summon The
is the image of a shark’s teeth. It is White Lady. If they want, the PCs can play
reportedly magical, but you do not along with a concertina or hurdy-gurdy.
feel anything when you hold it.
A
The journal details the sea shanty t first, the shanty sounds
needed along with the drum’s beat. no different than any other.
It is not a difficulty song and calls Then the sound starts to echo and
for whistling instead of lyrics, but reverberate in your skull. The loud
it does require your entire crew noise seems to come from everywhere
playing along at the same time. at once, and any tattoos on your skin
Thankfully, every pirate has a glow brightly. The waves around
concertina or hurdy-gurdy to help you flow in time with your beat and
pass the time on long voyages. seabirds fly away as fast as they can.
23
Unlike the previous scene, this Megalodon is And here are some possible new Problems
going nowhere as long as at least one pirate should players choose that tough decision when
keeps playing the song on any instrument. The rolling .
GM should not hold back unless the players
either all die at least once or if their ship is sunk
twice. This should be a gloriously hard battle, • • You will lose your instrument overboard (4/4)
but should not take forever or get frustrating.
• • Merrick’s journal will fall out of your hands
Here are some tips for running this fight:
and into the ocean (3/4)
24
25
C hapte r 3:
That’s our Megalodon!
With The White Lady attached to their ship by
harpoon ropes, the players discover their ship
is much harder to manoeuvre. That is when the U p ahead, the sky is getting
dark. You see the occasional
flash of light, then distant thunder
Black Bull shows up to either sink the PCs’ ship
or steal The White Lady from them. Then the some time afterwards. Looks
Remora’s Rest appears, trying to cut the harpoon like a bad storm is hitting
lines so the players do not have the Megalodon Dagger Tooth Outpost and
anymore. Finally, a bad storm moves between headed your way. But then, so
the PCs and Dagger Tooth, forcing them to is a dark-hulled galleon flying a
pay attention to their own ship as much as the traditional Jolly Roger.
enemies sailing around them.
28
actually create a new Problem exactly but the This is the Remora’s Rest back for revenge
cursed effect takes place immediately) . but they are not trying to attack the PCs.
Instead, one of the pirates that crews this
Captain Cho will try to sink the players from afar, sloop is already swimming up to the PCs’
but if they sail close to the Black Bull, she will send ship. She intends on quietly cutting the tow
her boatswain and quartermaster to board the lines so The White Lady gets lef t behind as
PCs’ ship and cause mayhem. This creates a new the PCs fight the Black Bull . Then her friend
Problem such as The enemy will kill a PC (12/3) still in the sloop will harpoon the Megalodon
or The enemy will drop anchor (12/2) depending and sail straight for Dagger Tooth Outpost
on what will cause the biggest disruption. Note just like the Captain Cho and her crew want
that although some enemy pirates boarded the to do : A pirate will cut loose the Megalodon
vessel, the original Problem’s Difficulty remains being towed behind the ship (4/4 ) ( increase
unchanged. the Dif ficulty to 6 if the pirate aboard the
Remora’s Rest gets involved, and do not forget
Let this go on for two turns, then any player who is that a sloop gets a -2 Victory Interrupt with
in the crow’s nest, helm or sails sees the following. manoeuvring but not speed ) .
T he storm is getting closer and will take dice away from the players’ cannon fire
you start to feel a fine mist on (and maybe boarding attempts) . The GM should
your face. Wait, what’s that? Off emphasise how the two Problems need to be
the starboard bow is a red-painted solved simultaneously or the players could lose
sloop that looks awfully familiar. the Megalodon, their ship, or the bounty.
It’s sailing close to you but not
exactly at your ship. From here, you
can spot a pirate manning the helm
and waving like an old friend.
29
Did the PCs steal Merrick’s journal in Chapter • • For a new Problem, the storm can knock a
2? If so, guess who shows up during this sea pirate overboard where they have to avoid
battle? The Swordfish and her crew will not drowning with a Problem such as The giant
try to sink the PCs’ ship. Instead, they will waves will drown you ( 6/3 ) .
board her to kill the players, take back the
• • For more fun, have the tow lines snap in
jounral and head back Plunder Outpost to
the storm. A Megalodon corpse slowly
continue their card game.
floating away as three pirate ships fight
during a tropical storm is a mighty fine Sea
of Thieves scene!
Dark and Stormy Day
Before the PCs can solve both Problems, the
storm hits. This is not just a squall ; it is a
f ull-blown tropical storm. The sk y becomes
black as night lit only by lightning. Waves W hat happens if the players
all die or lose their ship in
this battle? As the PCs and their
rise up to four metres tall, crashing over the
ship. The wind roars, mak ing conversation all ship reappear a few islands away,
but impossible. the Black Bull and Remora’s Rest
will fight over the Megalodon.
The best scenario is to have the Black Bull The PCs will have to solve a
(and maybe even the Remora’s Rest) still Problem The Megalodon will not
fighting for the Megalodon and its bounty. be there when you finally get back
The storm will not change the Dif ficulty of (10/5) to arrive in time. The GM
any established Problem but here are a few should use the original Problems
ways the GM can make the scene interesting: above but with lower Dif ficulties
to represent how the two battling
• • Ship’s compasses do not work in a storm ships have damaged each other.
like this, so the crew has no idea where
they are sailing unless they can see
landmarks. Their ships are also sailing of f-
course, though that will not be apparent The storm will peter out as the players solve
until the storm ceases. (Pirate’s compasses the last Problem. Depending on their Solution,
still work, but any pirate using that to the other ships might be sailing back to that
navigate cannot add any Victories to any very spot thanks to merfolk, so while the PCs
Problems as they have to focus on holding will not have to roll to reach Dagger Tooth
it steady. ) Outpost in time, they will have to hurry.
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31
C hapte r 4:
A Bounty Paid Fairly
Horace will keep playing this angle until
34
The Problem will be Captain Cho will kill you her crew simply sail away. Everyone at Dagger
(10/4 ) . Only one player can roll dice here Tooth Outpost is convinced the players never
unless the others try something tricky. Cho will defeated The White Lady and sneer and laugh at
fight with honour; too bad her crew has other the crew. Some even say the corpse is fake, still
ideas. After the first turn of the duel, her three stubbornly believing Shrouded Ghosts are not
pirates will attack the other PCs with The Black real despite the evidence lying on the beach.
Bull’s other pirates will kill you all (12/4 ) .
The other pirates will watch, cheer and jeer as If the PCs defeat Cho and her crew... Everyone
everyone fights. cheers louder and Horace reluctantly hands over
all 15 Gold Tokens. Meanwhile, the players are
If the PCs are defeated... Horace refuses to asked what they want to do with the Megalodon
give gold to anyone. Cho is not dumb enough body that is already starting to smell…
to attack a Gold Hoarder liaison so she and
THE END
35