Help, my booty is stuck

Adventurer's needed for rescue of precious cargo on difficult terrain

The SV Lottogold crashed into a massive sand bank around the Blood atoll, close to the Skull Reff. The contents of it's argo hold are incredibly important to it's masters.

Should you accept this mission, please report to your local Literal Conglomerate Quest Giver, for detailed location and instructions.

The worst day since Yesterday

Catch the thief that robbed my store seven times in a row

My humble store has been robbed seven times in the last month alone. I've tried everything to stop them, it's time to take a more agressive approach.

If you are inclined to find these bastards and deliver justice, please find me at the Roarac Market, directions on the back.

The Cold War

Weather out of control, supplys running low

The Glacial Division of the Contruct Research group is stranded in a island under a never-ending blizzard.

Adventurers are needed to allow the evacuation and neutralization of the unnatural storm.

If interested, please report to the Arcanum League representative of the island.

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PART 1 | FLYERS

GM Section

Help, my booty is stuck

The SV Lottogold crashed and cannot be dragged out of that region without a sizable crew, but because of it's proximity to the Skull Reff, the owners took the easy way out and sent the adventurer's to grab the loot that still remains there.

When aproached, Quest Giver Cervicalgia explains the situation, and points to the location on the map. He promises 100gp for each important thing retrieved, and warns that he has a copy of the ship manifest and cargo log.

On the sand banks

The closer they get to the ship, the more complicated it is to stear, DC 10 on the first check, 12 on the second, all the way to 20.

If at any point they fail, ship gets stuck and has to wait for the tide to roll in.

At any point, adventurers can get out of the ship and go by cannoe.

The ship

The ship is cleary broken in half, and is currently beeing used as shelter for a group of lizardfold, a deadly CR 3 encounter:

  • Lizardfolk x2
  • Lizardfolk Shaman
  • Lizardfolk Brute

The loot

Three chests:

  • Chest 1: Perfect shape, open when adventurers arive. Contains 800gp in coins and gems.
  • Chest 2: Perfect shape, locked with heavy lock and bold, DC 24 to break or DC 18 to pick. Contains thousands apon thousands of pages of finacial receipts between inumerable clients.
  • Chest 3: Lid dislocated, but still locked, DC 24 to break or DC 18 to pick. Contains thousands of pages of documents destroyed by water sipping through the broken lid.

The walk back

Moving the chests require a DC 13 Strength check if dragging it alone or two DC 8 Strength check if in pair. Players need to make one check for each check they didn't roll on the boat.

If players "parked" before passing a DC 16, they get attacked by three Eel Hounds.


Reward

On arriving, Quest Giver Cervicalgia is expecting them at the dock, tells his men to fetch the chests. He pays 100gp per chest retrieved.

  • If players steal no gold from the chest, he pays extra 100gp.
  • If players steal up to 100gp, they get no bonus.
  • If players steal more than 100gp, he demands the money back full, and does not pay for the gold chest.

Statblocks:


Lizardfolk

Medium humanoid (lizardfolk), neutral


  • Armor Class 15 (natural armour, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattacks. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

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PART 2 | HELP MY BOOTY IS STUCK


Lizardfolk Shaman

Medium humanoid (lizardfolk), neutral


  • Armor Class 13 (natural armour, shield)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +4, Survival +6
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, thorn whip

1st level (4 slots): entangle,fog cloud

2nd level (3 slots): heat metal, spike growth

3rd level (2 slots): conjure animals (reptiles only), plant growth

Actions

Multiattacks (Lizardfolk Form Only). The lizardfolk makes two melee attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage, or 7 (ldlO + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.

Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage.

Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Lizardfolk Brute

Medium humanoid (lizardfolk), neutral


  • Armor Class 16 (natural armour, shield)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 3 (700 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Overpower. Once per turn, when the lizardfolk hits with a melee attack, the target takes an additional 7 (2d6) damage.

Push the Advantage. The lizardfolk has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattacks. The lizardfolk makes two melee attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.

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PART 2 | HELP MY BOOTY IS STUCK


Eel Hound

Medium fey, neutral


  • Armor Class 14 (natural armour, shield)
  • Hit Points 30 (14d8 + 14)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 13 (+1) 6 (-2) 13 (+1) 16 (+3)

  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sylvan
  • Challenge 1 (200 XP)

Amphibious. The eel hound can breathe air and water.

Pack Tactics. The eel hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Slithering Bite. When an eel hound moves adjacent to an enemy and makes a bite attack, it may immediately move up to 5 feet, as long as it stays within 5 feet of the enemy it attacked. If another eel hound already occupies that space, the moving eel hound can keep moving until it reaches an empty space that’s still adjacent to that same enemy.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 13).

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PART 2 | HELP MY BOOTY IS STUCK

GM Section

The worst day since Yesterday

The Slivering Serpent, a gifts and trinkets shop in the upside of the Roarac Market, is run by Uzer Diyadin, a 62 years old human of arabic ancenstry. The shop has been targeted by thieves, being broken into and robbed seven nights in a row now.

The store is a simple one-room building, with a front facing outside patio, where the stands for passersby are, a workstation in the middle, where Uzer works in special requests, and a storage wall, where he keeps the merchandise that is not on display, like pick-up orders, un-cataloged items, materials, etc.

Its point of entries are a door on the back, a door to the patio, a skylight and a side window.

The Robberies

  • Forced entry on the back door, probably pried open. Stolen: Emerald on a silver chain, worth 250gp. Reinforced after incident
  • Forced entry on the side window, probably pried open. Stolen: Three gold rings, worth 50gp total. Reinforced after incident
  • Forced entry on the skylight, smashed through. Stolen: Ornamental golden drinking horn and Rope of Climbing, worth 180gp total. Reinforced after incident
  • Lock picked on the back door. (not sure at the time) Stolen: Silk robe ornated in gems, worth 400gp. Uzer was asleep in the store, didn't wake up
  • Lock picked on the back door. Stolen: Money from the drawers, 25gp. Uzer was asleep in the store, didn't wake up
  • No clear signs of entry or exit. Stolen: Ornamental sword, 180go. Imre was asleep in the store
  • No clear signs of entry or exit. Stolen: Nothing of vaue, all the drawers were shuffled through. Imre was asleep in the store

Reward

Uzer offers 500gp for the head of whoever is doing all this, plus a permanent 10% discount on all his wares.

Leads

Uzer has a son, Imre, which has been helping Uzer catch the thieves, but have not seen anything.

Uzer has a couple of ideas about who could have been stealing from him:

  • Hired thieves from a competitor, Dustom Greybeard, a skinny dwarf with a nasty personality.
  • Crewmen from the True Maiden, a local pirate crew which the captain have tried to intimidate Uzer last month.
  • Hired thieves from a local Turkish Mafia, that demanded money for protection but Uzer never paid.

Dustom Greybeard

Dustom, owner of Greybeard wares, resells jewerly and gifts. It's a very bad-mannered and cheapstake. Has no interest in the feud, as of he really dislikes everyone.

Uzer had a feud with Dustom's father, Turstom, who died years ago. Dustom hates the store and wants to sell it as soon as he gets a good offer. He is not the culprit here.

The True Maiden

Band of regular pirates, very agressive and annoying, are itching for a fight. They don't really remember Uzer, as the captain has had dozens of interactions similar to what Uzer describes.

Scapegoat for the party if they want to resolve the situation by force.

Turkish Mafia

Local mafia, mostly small timers and loan-sharks. Think of themselves as hot shit, but have a very bad reputation on the market. Are currently not really looking for trouble, will actually try to recruit or even hire the party, as they are almost disbanding.

Can be found hanging around a local bar, the Çubuk, only two actual point of contact, Erbil Guney and Akonder Uzun.

Imre Diyadin

Skittery young adult, has a massive gambling problem. Has been stealing from dad to repay his debts.


Imre Diyadin

Medium human, neutral


  • Armor Class 10 (leather armor)
  • Hit Points 21(4d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (+0) 8 (-1) 10 (+0) 12 (+1) 12 (+1) 14 (+2)

  • Senses passive Perception 14
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

Pocket knife: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

5

PART 3 | WORST DAY SINCE YESTERDAY

The True maiden crew

  • 1 Pirate Swinger
  • 1 Pirate Axe Thrower
  • 3 Crewmates

Pirate Chain Swinger

Medium human, neutral


  • Armor Class 15 (studded leather)
  • Hit Points 66 (12d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 11 (+0) 11 (+0) 8 (-1)

  • Skills Athletics +5, Acrobatics +5
  • Senses passive Perception 10
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Multiattack: Pirate makes three attacks, two with his chain and one with his hook.

Chain: Melee weapon attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Instead of dealing the damage, the pirate can attempt to trip the target. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Hook: Melee waepon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Instead of dealing the damage, the pirate can attempt to disarm the target, forcing it to drop one item of the pirate's choice that it's holding. The target must succeed a DC 13 Strength saving throw. On a failed save, the object fands at it's feet.


Pirate Axe Thrower

Medium human, neutral


  • Armor Class 13 (leather armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 11 (+0) 11 (+0) 8 (-1)

  • Skills Athletics +5, Acrobatics +4
  • Senses passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Nimble Action On each of his turns, the pirate can use a bonus action to Disengage or Dash

Weapon Juggler The pirate can drawn and wield up to three one-handed weapons.

Actions

Multiattack: Pirate makes two melee attacks or three ranged attacks with thrown weapons.

Handaxe: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./600 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


Crewmate

Medium human, neutral


  • Armor Class 12 (leather armor)
  • Hit Points 11(2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Actions

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow: Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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PART 3 | WORST DAY SINCE YESTERDAY

GM Section

The Cold War

Point of contact for this mission is Imotior Osir Urnas Avegoris, or Imo for short.

The R37X4 island is located a couple hundred miles north of the Arcanum Construct. Island is engulfed in a perpetual artificial blizzard, and both Cryogenesys and Cryo-Evocation Research team have sent distress signals.

Gives the players a rough sketch of the island. Only ports are freezed up, the ship cannot dock in, but accessible by cannoe.

Reward

The agreed reward is 500gp for the rescue of both teams.

The Island

The whole island is under constant heavy snow, with the Cryogenesys team on the west beach and the Cryo-Evocation team on the east beach, divided by a small mountain in the middle.

The shore is secure but not feaseble to evacuate people from it, the mountain is teeming with monsters.

The Researchers

Two crews that hate each other, and have been arguing for a while. The blizzard was created by the Cryo-Evocation team, while the monsters where created by the Cryogenesys team.

Both researcher teams put the blame in the other. Which ever is visited, players can get a spell scroll from.

Cryogenesys Members

  • Lead Researcher
  • Assistant Researcher
  • Lab member
  • Gift: Flamelick Enchantment Spell Scroll

Cryo-Evocation Members

  • Lead Researcher
  • Assistant Researcher
  • Lab member
  • Gift: Lvl 5 Fireball Spell Scroll

The Mountain

The totem that is holding the storm in place is locate on the top of the mountain, after a series of fights.

  • Miniboss on a plato on the mountain

Going home

When the storm ends, there's no necessity of going back, they give players a letter of acknowledgement so they can take the reward. They still argue and fight, showing that they have learned nothing.

7

PART 4 | COLD WAR

Spell Scrolls

Flamelick Enchantment Spell Scroll

  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 hour
  • Uses: 2, then the scroll burns into ashes
  • Effect: Choose a target non-magical weapon, causing flames to erupt from the target. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 1d6 fire damage to any target it hits. If the creature has weaken to fire, it takes 3d6 instead. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. The user is unaffected by the fire damage.

Lvl 5 Fireball Spell Scroll

  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous
  • Uses: 1, then the scroll burns into ashes
  • Effect: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Statblocks:

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PART 4 | COLD WAR