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The Pale Reaver Two Page Mini Delves


jesse pincivero (Order #13042782)
The Pale Reaver
A ghost ship could contain priceless treasure, or perhaps just certain death

For special information about


this map, see “About the
Map” in the Appendix

Hook: one of these things is the appearance of the Pale Reaver; it is


 The PCs hear rumors or find manuscripts about a ghost ship able to pass, for a short time, into the world.
that appears every 150 years, and that it carries a very real The ghost ship appears while the moon enters the circle of the
statuette that is worth “thousands” of gold pieces (this is a constellation, and disappears again when the moon leaves the
false rumor). circle of the constellation.
 The PCs are hired by an eccentric collector to retrieve the
idol aboard the ship. The collector does not know of the General Mechanics:
statuette’s origin, just that it’s “one of a kind.”  The ship appears for a short time; the characters have 2
 The PCs are travelling somewhere by ship, and the night hours on the ship. PCs still aboard when it disappears again
watchman spots a strange vessel drifting in the water. become permanent members of the crew. It is best to signal
this time limit to the players in some way.
Background:  Any character that dies aboard the ship permanently
Very near the beginning of time, long before man or even becomes a member of the crew.
dwarves were created, the elves tried to create a god in their  Whenever a character comes across something disturbing
own image. The attempt backfired horrifically; the result of or horrific, they gain Temporary Madness (DMG p 258-
their experimentation was a malformed mass of evil and chaos 260). If a character is already temporarily mad, they gain
and darkness that threatened to devour the universe. Just in Long-Term Madness in addition to their Temporary
time, however, a group of elven wizards managed to Madness.
permanently imprison the god-thing's essence in a statuette.  Optionally, a DM can track all PC rolls and damage taken.
This was the best the elves could do – they could not destroy Not knowing success, failure, or hit points remaining adds
the god-ish being they had created, so they settled on a sense of tension to the delve.
imprisoning it.  The DM should use discretion as to when the Corrupting
25 millennia passed, and rumor of the powerful statuette made Presence aura should be used, but it suggested that it only
its way to the ears of a warlord, who aimed to harness the be used if the characters manage to remove the idol from
statue’s power for his own ends. He sent five ships in search of the ship.
this idol - four were unsuccessful, but one never returned.
The fifth ship, The Pale Reaver, did indeed find the statuette, Area 1: Main deck
but its influence corrupted the crew and drove them insane Odd symbols are perfectly burned into the deck. No one knows
before it could be delivered to the warlord. Such was the horror what they mean, though a Moderate DC History check reveals
aboard that ship and such is the power of the statue that the ship they look vaguely elven. The only sounds the characters hear
and its crew are now doomed to sail for eternity as a ghost ship. are the gentle lapping of water and the creak of the boat. Light
Every 150 years, the full moon passes through the exact center and warmth emanate from the closed door of the captain's cabin
of a circular constellation of stars known as "The Well of (Area 3). There are also two hatches in the deck. The fore hatch
Darkness.” This phenomenon is known to astrologers as "The leads below to Area 7, and the aft hatch leads below to Area 8.
Eye of Darkness," and many legends speak of horrific and
strange things that appear on this rare night. It so happens that

The Pale Reaver Two Page Mini Delves


jesse pincivero (Order #13042782)
Area 2: Forecastle Cabin Area 7: Ship Stores
When the party opens the door to the forecastle cabin, they find Crates of supplies and sacks of grain are stacked in this forward
a dozen dead men hanging from the rafters. One of the hold. If characters spend time searching the crates, shadows will
characters (and only one) sees one of the dead men's eyes snap play across the walls, and they will see people in their peripheral
open, and begin to flail about. The rope turns into a tentacle and vision. If characters pursue one of these phantoms, they will
releases him. The once dead man will shamble towards the come across a young cabin boy crying in a corner. His neck is
character and attack. If the character hits the dead man, the body raw and bleeding, and his eye sockets are empty. Between his
will suddenly appear back where it began - hanging limply from sobs, all the characters will be able to make out is “We found
the rafters. it, oh how I wish we had never found it…”
Special: Illusory combat (monster always misses)
Area 8: Sleeping Quarters
Area 3: Captain's Cabin Hammocks hang from the rafters of this cabin. None are
If characters approach the closed door, they smell meat occupied. There are several footlockers that contain moth-eaten
cooking, and hear soft music playing. Upon entering, they see clothing and a few rusty sabers. The characters hear whispering
the captain sitting at a table with several others, enjoying that beckons them into Area 9: Rear Hold. All characters
dinner. Looking up, he invites the characters in to have dinner. entering Area 8 must make a Wisdom save, or be compelled to
The table is set with food. There is also a map spread out in the enter Area 9.
middle of the table. The captain and his crew are discussing the
map, which seems to indicate the location of buried treasure. If Area 9: Rear Hold
the characters mention the idol, for just a moment a dark look When the characters enter this area, the air feels close and
briefly crosses the captain’s face, the room grows cold, and the musty. It's hard to breathe. The only thing in this area is the idol;
music fades. Then, everything returns as it was, and the captain it sits atop a rough-hewn stone pedestal. It is made of ebony,
dismisses the idol as a myth. He continues to encourage the and depicts a thin elf kneeling with his face in his hands. Any
characters to eat and drink. Characters who eat any food or creature that touches the idol triggers the Choking Tentacles
drink from the table see a different scene - mummified bodies trap, below. When the trap is triggered, the characters see the
covered in cobwebs sitting around a table full of slimy, moldy idol transform into an oily mass of thick black tentacles (as in
food, and a dusty treasure map. The stench of rotting fills the Area 5); it reaches out one of its tentacles, and grabs the
air. Black oily tentacles are wrapped around the mummified character around the neck. The elven wizards who made the idol
body’s necks, moving them about like puppets. insured that there is no way to destroy the idol; doing so would
Special: Treasure (Ancient map; treat as an art object) release the imprisoned god-thing.

Area 4: Sterncastle Deck Choking Tentacles Magical Trap


A man stands behind the wheel of the ship with his arms at his Religion (Moderate DC): The PC discerns that the idol has a
side. He is not steering, and blankly stares straight ahead, malevolent presence trapped in it.
completely unresponsive. Behind him, an old woman sits in a When a creature touches the idol, its casts Evard’s Black
rocking chair, knitting something. Upon closer inspection, she Tentacles (PHB 238), centered on itself with a Duration of 1
is knitting a hangman's noose. If the characters attack either of minute. The spell ends earlier if the tentacles are attacked with
them, they appear to take damage, but do not retaliate or stop Radiant damage, Channel Divinity, or a similar effect (like the
what they’re doing. The damage disappears in 1d4 minutes. Hallow spell). There is no way to disable this magical trap.

Area 5: Forecastle deck Corrupting Presence


There is nothing visible on this deck. However, the first Any creature within 100 feet of the idol for more than four hours
character to set foot on the deck collapses for several minutes. is influenced by the malformed godling. That creature is subject
While unconscious, the character sees a vision: to Indefinite Madness (DMG p 258-260), and loses 1d4 hit
Naked elves with runes painted all over their bodies are points from its maximum every day. These conditions go away
dancing around a fire. One of the elves throws something into when a creature is not near the idol for 1d4 weeks.
the fire. The fire turns black, and an oily, tentacled mass bursts
violently out of it. It reaches out a fat tentacle, and strangles Conclusion:
one of the ritualists. The remaining elves run in horror. The characters can possibly take the idol off the boat, but the
nature of the idol’s Corrupting Presence ultimately makes it
Area 6: Crow's nest: undesirable to own. If the characters figure out a way to
A character climbing to the crow’s nest will notice that their suppress the Corrupting Presence, the idol has value only as an
origin ship seems to be sailing away. The distance depends art object, albeit one with a dark godling imprisoned in it. If
upon the length of time they've been on the ship; the longer they manage to sell the idol to someone, the dark godling or its
they’ve been there, the further away their home ship seems. corrupting presence should definitely affect the campaign in
This is an optical illusion (as well as a hint that time on the ship some way.
is limited) and only visible from the crow’s nest. To any other Otherwise, the characters have a harrowing tale to tell the
character, the origin ship still appears directly next to The Pale patrons at the next tavern they come across.
Reaver.

The Pale Reaver Two Page Mini Delves


jesse pincivero (Order #13042782)
Appendix: How to use this document

This Two Page Mini Delve was designed to be used at any level Treasure
of play. As such, you (the DM) will have to do a little bit of The easiest thing to insert into the delve is treasure. These
preparation work before the session to make it fit your group. entries will give a treasure type, but nothing more, like this:
Special: Treasure (Ring)
Party Size It is usually up to you whether the treasure is something magical
This mini delve assumes that your party consists of 4-5 or mundane (but worth gold), and whether those rewards will
adventurers. If your party has more or less than that, you will be level appropriate or not. You are encouraged to use the
have to adjust the adventure accordingly. random treasure tables in Chapter 7 of the Dungeon Master’s
Guide (p. 133).
Party Level
Whenever you see the term “Party Level,” this is the average of Scale
all the character’s levels, rounded. It is assumed that the party There is no grid on the map, and therefore no set scale to each
consists of characters of approximately the same level. dungeon. You can usually tell how big things should be, but feel
free to scale things up and down as you see fit.
Monsters
Inserting monsters will be the biggest piece of preparation that Damage
you will need to do. Fortunately, the combats in each Two Page At times, a delve will use the words Standard Damage followed
Mini Delve are not usually meant to be the focus of the delve. by the word low, moderate, or high in parenthesis, and then a
This means that if a party handles the combat without too much space, like this:
trouble, that’s not a huge issue. These are mini delves – not Standard Damage (moderate) ___
campaign set pieces. This is in reference to the Monster Statistics by Challenge
Each room or area that has a monster in it will have a note in Rating table in the Dungeon Master’s Guide, page 274. Simply
the “special” entry, like this: use the Party Level to find the correct table entry, and use the
Special: Combat (Undead) Damage/Round column to pick a number from the given
The information presented in the parenthesis is there to give you damage range. Then, write the standard damage amount in the
an idea about what type(s) of monster(s) should be involved in space provided.
the combat. (The overall story behind the delve will also help
you understand the type of monster you should insert.) About the Map
There are a few ways that you can “fill in the blank.” The Pale Reaver map is a replica of the Fat Dragon Games
You can use a tool like the excellent Donjon Monster List to papercraft ship model “The Sea Dragon.” It is an easy model to
find an appropriate monster. This tool lets you sort monsters by assemble, and will really wow your players when you run this
a variety of different factors to find something of the delve. To make the ship look like a ghost ship, simply print it
appropriate level that closely matches what you’d like to insert: out using black and white instead of color. You can also cut
http://donjon.bin.sh/5e/monsters/ holes in the sail to make it look tattered. If you would like to
You can also make use of “reskinning.” To reskin, you take an thank me for this free mini delve, please buy the ship using the
existing monster of the correct level, and change one or two affiliate link provided above; I will get a small portion of the
things about it to make the monster you need. You can read sale. (Or you can copy/paste the link below)
more about this technique in the section titled “Modifying a http://www.drivethrurpg.com/product/93394/The-Sea-Dragon-
Monster” on page 273 of the Dungeon Master’s Guide. Sailing-Ship?affiliate_id=397565

Difficulty Class
To make this delve usable by any level group, no set DC
numbers are given. Instead, the words Easy, Moderate, and Two Page Mini Delve and Map © 2011 & 2016 Roving Band of
Difficult denote what a particular DC should be set as. Use the Misfits Press
table below to find the correct DC for your party’s level. RovingBandofMisfits.com
Party Easy Moderate Difficult Save
Level
1-4 10 15 20 13*
5-8 10 15 20 14*
9-12 15 20 25 16*
13-16 15 20 25 18*
17-20 15 20 25 20*
*For groups at the lower end of the band, you may subtract up to 2 from the
Save DC, based upon how difficult you want an encounter to be.

The Pale Reaver Two Page Mini Delves


jesse pincivero (Order #13042782)

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